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American games are more "scientific", while Japanese games are more "abstract".
The "science" of American games is more realistic and more realistic. It's a tragedy when hardware capabilities are insufficient.
Bad feel, counter-intuitive system, it's all a compromise made for the sake of realism.
Japanese games, on the other hand, are more based on the player's experience. It's not important to be realistic or whatever, it's fun to play.
For example, the design of Super Mario Bros., which can change the position of the body through the arrow keys in the air, is rarely seen in American games of this era. Because it's not real, it's not scientific. Japanese games, on the other hand, only need the internal physics system of the game to be self-consistent.
In addition, the difference between American games and Japanese games is "freedom".
Don't think sandbox is a new concept, the concept of open world has been around since the 80s, and there are still many games in practice.
Of course, the result is obvious, limited by the level of hardware, design capabilities, and so on, a game with this design concept is not fun.
Therefore, after the impact of Atari, the American home console game market has not been destroyed, and the only games that have become popular on the game platform based on personal computers are about the role-playing series that was born out of the board game "Dungeons & Dragons" series.
While there are still people experimenting with open worlds, it's generally not fun.
That's right!
Open world.
It was as if a yellow light bulb had suddenly lit up on Takahashi's head.
While open-world games can't be made right now, why not make a pseudo-open-world game?
What is a pseudo-open world?
Quite simply, it's a non-linear flow game.
Nowadays, almost all action games break through one level after another, although each game has the rhythm of each game and the art style of each game.
For example, the "Bloody Hardcore" that Shimada used to challenge is a realistic street style, such as Konami's recent "Contra" that became popular in the arcade, is the style of a tough guy, with the flavor of the movie "First Blood", and there are also a large number of "Alien" elements in the back, which shows that Konami's game production team has a lot of movie lovers.
However, no matter how many games have changed, they still haven't changed the foundation laid by Super Mario Bros.
The great thing about Super Mario Bros. is that it shows a huge world on a limited screen.
Although the program itself may not be continuous, it can give the player the illusion of exploring a large world through the constant scrolling of pages.
However, there is a problem that this world is not free, and can only move forward according to the way of thought of the designer, the route prescribed by the designer.
Since it's a home console platform, fast-paced, an arcade must-have, is a must-have here.
So, is it possible to design a non-linear process game that is different from the current linear process?
The elements of the game can also be increased a lot, from the current simple test action, extended to puzzle-solving and other elements, and this mode is also very suitable for the development of the plot, making it easier for players to understand the world of the game.
Of course, this will increase the amount of text by a certain amount.
The consequence of this is that when the game is pirated in the future, it may be distressing for some pirated players who do not speak the language.
However, the development trend of video games from simple to complex is inevitable, and even if Takahashi has a game in mind, even if it is not made by him, there will be other manufacturers to do it. Because, this is the trend of the development of the game.
Going with the water is the right way, and moving against the current will set off a splash at most. However, the vast majority of people, even those who make waves, can't tell the direction of the tide.
With the tone of "non-linear flow action game" set, the next thing Takahashi needed to think about was 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 having a background can still be annoying for players.
The fantasy background is boring, so it's better to leave the surface of the "fantasy planet" and enter the universe to start an adventure on the surface of one planet after another.
But......
One of the problems with this is that the vast majority of players can't accept the gloomy cosmic style. Then you can't go in a gloomy and obscure style.
Well......
Then go for a game that adds a hilarious element and uses steampunk as a visual style.
The story of a steam-powered robot that is about to fall apart, adrift in the universe.
Just as he was about to start, he suddenly thought of a game in his memory, which was very similar to the one he was thinking about now.
That is Nintendo's "Metroid" that he used to play, and this game is also called "Mitrode", which is a pioneer of non-linear games led by Gunpei Yokoi.
Of course, this is all in another world, the world where Takahashi once was.
Although the world seems to be moving in the same vein as it was, many things have changed because of Takahashi.
For example, the red and white disk drive has not moved, and "Tetris" has also been popular ten years earlier than the "original".
At the moment, Junhei Yokoi is worried about the hot sales of the "Tetris" machine, and he has no time to put down the hardware and carry out software development.
Therefore, "Metroid", a game that directly influenced the birth of "Castlevania", has not yet come out with any news.
In this era when even "micro-innovation" is not plagiarism, Takahashi will not have any psychological burden, not to make this game, but to wait for Yokoi Junhei to do it.
"Cosmic Warrior", Takahashi wrote the title on the paper, which is of course not the name when it was finally released, but the code name.
The codename is still misleading, and sounds a bit like a relative of Space Marine, easily reminiscent of a vertical scrolling shooter rather than an action game, and that's what the codename is all about.
Next, Takahashi began to write the background setting of the game on the plan.
Steam robots wake up from the ruins, defeat enemies, and find themselves......
The specific level design is put aside first, and the rough background setting is written, which is to determine the general art style. It's not easy to paint the image of a robot on a piece of paper full of lattices. Low pixels are like that, to design a distinct character, it takes countless days and nights of hard work for the designer.
Now, however, Takahashi didn't pick out the details, just drew a rough sketch.
When he was almost done, he picked up the phone and said, "Gather all the idle game makers and have a meeting!"
Set yourself a small goal first: such as collecting pen fun pavilion:. Mobile version URL: m.