Chapter Eighty-Three: A Sycophant Thousands of Miles Away

No matter how magnificent things are thousands of miles away, here in Takahashi, it is just a line of text on the report.

There are a few bullet points about what happened at the World RPG Conference.

For such a briefing-like text, Takahashi reads it several times a month. It is not a vain attempt to find out the dynamics of the development of video games in the world through these briefings, but at least it is possible to have a grasp of the dynamics through these words.

What the Black Island Game Production Team has done will not be fruitful if it is placed at the decision-making level of any company.

But what is there about this?

Is a video game made for yourself or for decision-makers?

When Takahashi saw the words above that Wanhu decided to cooperate with the Kuroshima group, he also sighed that it was really a coincidence.

He wanted to make a game of a similar style, and he bought a production team that was very knowledgeable about making games of this style.

Of course, Takahashi would not be naïve to think that all this was a coincidence, how could there be so many coincidences in this world.

I guess it's my recent behavior.,Being seen by some people with a heart.,And then I voted for my own favor.,Acquired such a game production team.。

Broadly speaking, this is also a kind of fear of sycophancy, whether this feeling is unpleasant or comfortable, can only be felt by feeling it yourself.

After the Black Island production team chose to cooperate with Wanhu, Wanhu Interactive Entertainment, which was formerly Wanhu North America, immediately got more details of the game they wanted to produce.

First of all, it's still a role-playing game with a heavy script and story experience.

As for the same essential elements of role-playing games such as levels and equipment, the importance is slightly reduced.

The script they provided showed that the game they were going to make was actually a game about water and saviors.

Many, many years after the end of the nuclear war, the people who survived a certain shelter suddenly discovered that the core of the water purification system they were using was broken and needed some accessories to fix it.

However, this accessory is not stocked inside the Vault and needs to be found outside.

However, no one in the shelter knows what the outside environment is like.

Therefore, they chose the bravest of the people to get out of the shelter and onto the ground to find the water purification device accessories needed for the refuge.

After a series of adventures, this brave man finally obtained a water purification chip.

However, after the Vault was reactivated, he had already reached the surface, and due to the radiation, he had some physical mutations, and began to be rejected by the people he saved.

After a series of events, the brave chooses to leave the shelter, and after he leaves, a new problem occurs in the shelter, and everyone dies.

This is an uncomplicated, even very simple story.

The story is not so much about showing a world after the advent of the wasteland as it is about exploring human nature in the context of the wasteland.

Human nature is a big and complex issue.

And the brave man in this game, that is, the protagonist, has also experienced a complex mental journey.

First of all, the shelter needs a warrior, he stood up and became a warrior, solved the problem, and was regarded as a hero by everyone, but how long did the United States be, everyone began to find all kinds of excuses to exclude him as a hero, and after he left, people suddenly found that they needed him again, but the old warriors were gone, and the new warriors were not born, so they collectively walked into death.

This is a game that makes players who play this game very depressed to the end.

The development trend of video games over the years has gradually moved towards a more and more relaxed direction.

Because, for many people, the real work and life have been complicated and hard, and it is not easy to rest after work, so why choose such a complicated game for entertainment?

Many of the people who like Black Isle games are students as well as game makers.

Although it is not easy for students and game makers, it is easy compared to other more arduous tasks.

It is precisely because they are more relaxed that they like the kind of games that have thoughts, stories, and need to be constantly thought about.

And the vast majority of players are still surprised that they still need to use their brains to play games.

Even in the early days of the red and white machine era, most players thought that things like video games actually tested the player's reaction ability, operation ability, and IQ, which were useless in video games.

They can't be wrong when they say that.

After all, all the games on the red and white consoles were basically made by Japanese video game manufacturers.

However, the video game manufacturers of this book do not have a very high desire to explore the kind of games with depth of thought.

After all, the positioning of the red and white machine is a toy for children.

It's like an animation for children.,It's generally a very relaxing animation.,Games for children.,Naturally, it's also a relaxing game.。

This is very different from the fact that there is a market for adult audiences in animated films.

Animations such as "Akira" and "Ghost in the Shell" have caused quite a stir both at home and abroad.

Hollywood movies like the "Matrix" series have many elements of inspiration directly from "Ghost in the Shell".

Excluding adult-oriented games on niche platforms, there are really not many video games for adults in this era.

Even if it is a housewife friend like "Dragon Quest", at the beginning of the design, it was not expected that it would be such a game that would be loved by housewives.

It can be regarded as an example of many game attempts carried out by many game manufacturers.

After all, housewives have always been a fighting role in the eyes of game manufacturers.

After all, whether it is a father or a son in a family who buys games, they need to fight against their mother, who has the financial power of the family.

A game for moms?

I can really think about it.

Before "Dragon Quest" came out, few people knew that housewives would like video games, and in the hearts of the public, except when buying discounted goods, perhaps they would only spend a lot of money when they spent money for the boy group, and they would not even blink.

However, things like video games can't be promoted by discounts like vegetables, and there is no way to do it by selling their appearance.