Chapter 37: Embarrassment
If Sega's high profile on "Music Wheel" is surprising, Manho's silence on "Taiko Tatsujin" is strange.
The way to start a business is to rely on game media and competitions.
Especially Takahashi, the president of Wanhu, Takahashi himself is a good hand whether he writes articles or hosts competitions.
In terms of propaganda and public opinion warfare, Wan Hu said that he was the second, and no one in the video game industry dared to say that he was the first.
In the past, Wanhu, who was sharp in the media field, is now hiding a sword.
What are Wanhu thinking?
What is Sega excited about?
It seems that all of a sudden the world has become strange, and it is no longer the same as it used to be.
Propaganda has infinite power at all times.
Whether a game sells well or not sometimes has little to do with its own quality.
As long as the publicity is in place, even if it is a piece of, such as "Alien", it can be sold wildly.
The sales curve of future triple-A game masterpieces is getting worse and worse, and almost those who didn't buy it in the first week won't buy it in the future.
While illustrating the poor quality of the game, it also illustrates the power of publicity.
The reason why games that are becoming more and more homogeneous, games that are boring after buying and playing twice, can still be sold for 10 or 20 million copies, is because its publicity and distribution expenditure is even higher than the development expenditure, which is several times higher.
Do you need to consider the gameplay of your game during game development?
No, you don't.
In the process of game development, the most important thing is to make cool CG animations, even if the animation has nothing to do with the game itself, there is no problem at all.
AS LONG AS COOOOOOOOOOOOOOOOOOOOOOO IS GOOD TO GO!
That's right, that's you, Ubisoft!
Sega invested a lot of money in promoting "Turntable of Music", and the sales of "Turntable of Music" and the number of players playing it certainly increased dramatically.
When the number of players in a game reaches a certain number, there will inevitably be a circle of game discussion centered on this game.
The game "Music Wheel" has also quickly differentiated from ordinary players into entertainment players and professional players.
These professional players are not really professional players. Rather, their goal is to win a place in the national competition and get a prize money.
In the past, there was a special category of players who would play any game as long as it was played. This group of people is known as bounty hunters.
Among these bounty hunters, there are game halls that can sweep the arcade, regional levels that can sweep regional competitions, and international levels that can sweep the whole country.
Even, in a very small number of international tournaments, there are international bounty hunters.
There are many legends in that river, in which the hard work of practice fluctuates.
Even, some of them, even Takahashi, are still in contact.
Remember the player training class that Takahashi did when he was at Hudson?
That's right, in the training class that didn't last long and died, almost everyone was a department-level player who could sweep the arcade hall, and a few of them and extremely few of them became strong players at the regional and national levels.
It's just that those people have lost contact with Takahashi.
In the process of the development of Wanhu, they have never been involved in the game of Wanhu.
However, in the circle of legends, the most legendary figure is still the origin of everything, and that is Takahashi.
Takahashi is like a man who has brought the game from the wilderness period to the modern era.
Before Takahashi, no one knew how to train the game to produce results.
The vast majority of players who want to get a place are not much different from the average player, they just play more.
However, since Takahashi appeared, the group of players he brought out will be targeted contact.
Where it doesn't work, where to make up.
Where you can't practice.
The consequence of the traditional flow of the game is often a slight weakness in the later stages of the game.
It's not that the game is getting harder, it's because the number of exercises is too small.
An ordinary player may play the first game a thousand times, the second level a hundred times, the third level ten times, and the fourth level occasionally entered.
The same is basically true for those high-level plays that are specifically contacted.
The later the level, the fewer contacts you have.
Even if they have been able to clear the level with one life, for the second half of the game, any small attempt will require dozens of minutes of the previous game process as the price.
If you're not careful, the previous ones will be in vain.
At such a severe cost, the players naturally have less practice for the rest of the game.
What Takahashi teaches starts with hardware.
If you want to practice the first level, just adjust the game to the first level.
Even, in games like fighting games, there is a total of several frame delays for each action, from pressing a command to issuing an attack, and someone analyzes the hardware to arrive at the result.
Information that these people can't see, the players know the result, and then reverse the connection from this result.
It is important to know that the human sense of touch is more sensitive than vision, although it may not be possible to detect the slightest difference in each frame visually.
But after countless contacts, the fingers can have muscle memory.
This kind of backboard is found in any game, in a fast-moving game like a fighting game.
Not to mention music games like Music Roulette.
As I have said before, the difficulty increase of "Music Wheel" is very simple and crude, that is, it uses more elements to fill people's reaction time, and even reaches or exceeds the limit of human reactions.
Hearing this, you think this game is anti-human, don't you?
But in fact, even on the news, you often see news that someone has broken through the limits of human beings and achieved something.
This illustrates a problem, the limits of people are not the same, even the limits of the same person can be improved through various methods.
The limits on the "Music Wheel" are precisely the limits of instant reactions.
This limit is achieved through the following process:
First, the content appears on the screen, the eyes accept the content, and the hands react to the action.
This series of actions can take up to 50 milliseconds.
But what if you memorized all the percussion points of this piece?
It's like memorizing a text, and you can play the score in your head.
Even, as long as the initial point of the timeline is aligned, someone will be able to play "Music Wheel" with their eyes closed and score high.
Don't think that something like this hasn't happened, it's actually happened.
The difficulty of "Music Roulette" is still limited, and with targeted practice, what is this difficult game to play?
So, an awkward situation arises.
At the official competition held by Sega of "Music Roulette", the contestants closed their eyes and played the game because they felt that the difficulty of the game was too low.
Since then, "Music Roulette" has earned a title, called the game of the blind.