Chapter 11 Meeting
American games are more "scientific" and Japanese games are more "drawn".
The "science" of American games is more realistic and prefers realism. When hardware capabilities are insufficient, this is a tragedy.
Bad feel, counterintuitive system, these are all compromises for the sake of realism.
On the contrary, Japanese games start more from the player's experience. Realism and other things are not important, fun is the key.
Designs like the one that can change the body position and adjust the position through the arrow keys in the air are basically not visible in American games in this era. Because this is not realistic and unscientific. Japanese games only need to be self-consistent with the physical system in the game.
In addition, the difference between American and Japanese games is also "freedom".
Don’t think that sandbox is a new concept. The concept of open world has been available in the 1980s, and many games have been put into practice.
Of course, the result is obvious. Due to the limitations of hardware level, design capabilities, etc., games with this design concept are not fun.
Therefore, after the impact of Atari, the US home computer game market has not been destroyed. In the game platform with personal computers as the platform, only the truly popular games are derived from the role-playing series of board games.
Although people are still trying to open the world, it is generally not fun.
By the way!
Open World.
A yellow light bulb suddenly appeared on Takahashi's head.
Although open-world games cannot be made now, why not make a pseudo-open game?
What is a pseudo-open world?
It's very simple, it's a nonlinear process game.
Now almost all action games are broken through according to the established level after level, although each game has the rhythm of each game and the art style of each game.
For example, what Shimada used to challenge is the realistic street style. For example, the one that Konami has become popular on arcades recently is the style of a tough guy, with the flavor of a movie, and there are also a lot of elements involved in the back, which shows that Konami's game production team has many movie lovers.
However, no matter how these games change, they still have no foundation laid.
The great thing about it is to show a huge world with a limited screen.
Although the game's program itself may not be continuous, it can continuously slide the page to give the player an illusion of exploring in a large world.
However, there is a problem that the world is not free, and can only move forward according to the designer's ideas and a route set by the designer.
Since it is a game on the home game console platform, fast-paced arcade is a non-essential element here.
So, can we design a nonlinear process game that is different from the current linear process?
The elements of the game can also be greatly increased, from now on, simply testing actions, extending puzzle solving and other elements. This mode is also very suitable for plot development, making it easier for players to understand the world of the game.
Of course, this will increase the amount of text.
The consequence of this is that when this game is pirated in the future, some pirated players who are not in this language may be troubled.
However, electronic games are an inevitable development trend from simple to complex. Even if the games in Takahashi's mind are not allowed to be made, other manufacturers will do them. Because this is the trend of game development.
Walking along the water is the right way, and moving against the current can at most cause a splash of water. However, most people, even trendsetters, cannot tell the direction of trends.
With the tone of "nonlinear process action game", what Takahashi needs to think about next is the theme of this game.
Although there is no doubt that this game will still be within the framework of the Wanhu Universe. However, always a background will still make players feel bored.
The fantasy background makes people boring. It is better to leave the surface of the "Fantasy Planet" and enter the universe, and start an adventure on the surface of one planet after another.
but……
There is a problem with this: most Japanese players cannot accept the dark cosmic style. Then they cannot go into the dark and dark style.
Um……
Then let’s go with a game that adds funny elements and uses steampunk as the visual style.
A story of a steam-powered robot that is about to fall apart, wandering in the universe.
Just as he was about to start, he suddenly thought of a game in his memory, which was extremely similar to the one he thought about now.
That is the Nintendo I used to play. There is another name for this game, which is a non-line pioneer produced by Yokoi Kohei.
Of course, this is all in another world, Takahashi's former world.
Although the world seems to be following the original context in this world, many things have changed because of Takahashi.
For example, the red and white disk drive has not yet moved, and it has become popular ten years earlier than "original".
Yokoi Junhei is currently worried about the popularity of the game and has no time to put down the hardware and carry out software development.
Therefore, this game that directly affected its birth has not yet been reported.
In this era when even "micro innovation" is not considered plagiarism, Takahashi will not have any psychological burden. He will not make this game, but wait for Yokoi Junhei to do it.
Takahashi wrote the title on paper, of course, this is not the name at the last release, but the code name.
This code name is still misleading, sounds a bit like a relative, and it can easily remind people of vertical scroll shooting games, rather than action games. This is the meaning of the code name.
Next, what Takahashi started writing about the game’s background setting on the planning plan.
The steam robot wakes up from the ruins, defeats the enemy, and looks for itself...
The specific level design is put aside first, and after writing the rough background setting, it is to determine the general art style. It is not easy to paint a robot image on paper full of grids. This is the case with low pixels. To design a distinct character, the designer needs to work hard for countless days and nights.
However, Takahashi has not picked up the details now, but just drew a rough sketch.
Chapter completed!