Chapter 46 The Burden
Among all Japanese electronic game manufacturers, Sega's R&D capabilities are already considered first-class. However, in this era when game consoles are becoming more and more complex, Sega also needs assistance from other companies to complete the production of new consoles and new arcades.
Even this kind of aid cannot be completed by Japanese domestic companies. We need to go to the United States to find the source companies that directly triggered the computer revolution.
However, Wanguo Commercial Machinery Company cannot find it because they are working with Sony. Although Wanguo Commercial Machinery Company is considered a kind of fairy-like existence in the field of electronic computing. Even the X86 architecture of personal computers is customized by Wanguo Commercial Machinery Company.
However, Sega can still find many outstanding companies in other Bay Areas who are willing to cooperate with.
However, for American companies, their concept of money and Japanese companies seem to have two different feelings.
Just like a second-rate Hollywood movie, at the end of the 20th century, it requires more than tens of millions of investments that are far beyond the top Japanese movies.
Whether American companies assist in developing hardware or developing games, the prices are not low.
If Sega hadn't had the golden chicken that lays eggs with an arcade, it would be very likely that she wouldn't be able to find American companies to cooperate.
Nowadays, there is actually a clear future for the future video games. It has been clarified that the future game production direction is the three-dimensional game direction based on rasterization as the technology.
Sega Saturn is also a practitioner of this technical route. The launch of the three-dimensional game "Shenmu" is also due to such a hardware foundation.
However, due to various reasons, Sega Saturn's three-dimensional performance is not good. Therefore, in addition to its own game quality, the game "Shenmu" also requires helpless restrictions from many hardware manufacturers.
Judging from the technical report obtained by Yu Suzuki, the next generation of Sega's game console is a console that combines two-dimensional and three-dimensional performance, just like this generation.
However, the focus has changed from two-dimensional to three-dimensional.
Although the architecture design provided by American companies is a bit more complex, it can provide very good three-dimensional performance and greatly improve the number of polygons supported. No one has to embarrass the female character's daughter-in-law looks like an awkle.
Moreover, the speed of game reading and loading will also be greatly improved.
If Shenmue has many problems with the entire game due to the technical limitations it received, then the game "Shenmue 2" will be launched on the new platform will be at least several times better.
Seeing the hardware parameters and technical indicators has solved Yu Suzuki's worries.
Electronic game production has always been prepared in advance. The benefits of making series of games are not only the popularity can be inherited, but also the time for preparing a lot of first preparations and various materials.
Even some unscrupulous manufacturers have launched New Year’s series of games, and they want to change the materials without changing them. They still have the old flavor, just adding some new lace lace.
"Shenmu" has been successfully produced and preserves a large number of ultra-high-definition texture materials. These materials can be used directly in new games. Although modeling needs to be remade due to architectural reasons, Sega has Japanese manufacturers and a few three-dimensional game technicians.
It has to be said that in the past fifteen or even twenty years, most of the game production talents of Japanese game manufacturers have been two-dimensional game production talents.
What are the characteristics of two-dimensional games?
The first thing is that programming is relatively easy.
Secondly, it is to use art to make up for the shortcomings of machine performance.
The Japanese people's attitude of refining homework makes their game drawings extremely exquisite. It is precisely because the games they make are extremely exquisite that the European and American two-dimensional games at the same time look so inferior.
Because those European and American game makers either have aesthetic problems or do not have the patience to do detailed drawings.
The only field that meets the Japanese game style is the only one with silicon and neural bonds, which is now Blizzard Entertainment.
However, Blizzard Entertainment, which has already enjoyed the benefits of personal computer games, thinks that it will not launch console games in the near future.
You should know that the cumulative sales of the series of games composed of "Diablo" and "Diablo 2" are almost catching up with "The Sims".
Even in the circle of core players, the influence is so much greater than "The Sims" that I don't know where it goes.
This kind of game mode is also learned by Korean gamers who are good at learning. Recently, in the Korean game production circle, there is a legend that someone is planning to use his own power to imitate "Diablo" to make a "Legend".
There are many cases of making games by single player in Korea. For Korean game producers, making games is like gold digging.
Once gold is scooped out of the sand, they will never have to worry about food and drink in their entire lives.
Let’s talk about Japan’s advantages, Japan’s advantages lie in two-dimensional games. Whether it is from the underlying technical principles or the implementation of the surface, two-dimensional games are completely different from two-dimensional games.
The programming requirements of three-dimensional games have suddenly become much higher.
When almost all console manufacturers began to advance towards three-dimensional games, the biggest problem that big third parties encountered was not that they did not have the idea of making three-dimensional games, but that they did not have the right programmer to use them at all.
Even, in a few years, they could not develop a suitable three-dimensional game programmer.
Therefore, even though these small manufacturers escaped the Japanese financial catastrophe in the late 1980s and early 1990s, they were still stuck in their necks by technology. In the end, they were either forced to go bankrupt or closed down or acquired by large companies, which was more miserable than the other.
And precisely because of the complexity of three-dimensional games, the trend of anyone who could make video games in the 1980s suddenly changed.
Not only has the technical threshold increased, but my own threshold also increased.
The production of Japanese electronic games has also changed from an era when hundreds of schools of thought to a new era where only a few large-scale associations can have the ability to produce.
In this new era, almost all the technical accumulation of two-dimensional games accumulated by Japanese people over the past twenty years has been scrapped.
This time, they are on the same starting line as European and American manufacturers.
However, compared with those programming monsters in the United States, the Japanese began to fall into a disadvantage.
Not only is the technology at a disadvantage, but also the money. Except for the top masterpieces of Japan's top manufacturers, the rest of the games are almost impossible to compete with European and American games.
Chapter completed!