Chapter Ninety-Five: In the Service of Collectors
If you don't have anyone who has worked at Nintendo, you will definitely think that after the development of a machine is completed and successfully launched, the design department of this machine will definitely have a celebration banquet and take a good rest for a while.
It's a pity that it disappointed Nintendo fans. Nintendo is not such an American-style liberal company.
Although VrBoy has achieved good results in the market, Yokoi and his men have not been idle.
The whole first release is divided into several parts, some continue to make new games for VrBoy, while others develop new expansion peripherals for VrBoy.
You know,VrBoy has made a revolution in the display,But there is no big change in the way of operating input,It's still the traditional D-pad inherited from the red and white machine,And pause、Sub-pause,And B、A、X、Y four buttons,And one shoulder button on the left and one on the right。
It's not that such a traditional input method is bad, but Yokoi Junhei still thinks that such a new platform should have a new set of input methods. Even when he plays by himself, sometimes he will fall into vertigo because the sense of substitution is too strong and the input method is too rigid.
Now this problem can only be balanced by modifying the game when making the game.
The method is also relatively simple, which is to reduce the player's sense of substitution.
At least don't let the player's subconscious really change with the image.
VrBoy is actually the same as motion sickness, that is, the balance organ in the cochlea, which senses the movement of the human body and responds accordingly, but in fact the person itself is not walking.
It's like a water tank that doesn't move, and the water in the tank keeps moving, so the human body as a water tank is dizzy.
The automotive industry has also developed for many years before the problem of motion sickness has been completely solved. At least it solves the problem of motion sickness for most people.
And video games are still just starting to get started with the problem of dizziness.
Whether it's VrBoy, a new display medium, or 3D games, which are already gaining popularity in arcades.
Basically, as long as you use a 3D display with a first-person perspective, you will encounter the problem of vertigo.
For this human instinct, game manufacturers have no choice but to modify the game.
In the end, two solutions were found, but neither of them was so easy to achieve.
The first is to meet the needs of the frame rate, the original two-dimensional game, may be able to play at ten frames per second, thirty frames per second is already very smooth.
But for a 3D game, it seems that only by reaching the level of sixty frames per second can the player not feel stuttering and dizzy.
Of course, the cathode ray tube of this era, whether it is a European standard or an American standard, has a very low limit on the number of frames, only about 30 frames.
As a result, in the field of making 3D first-person view games, I have encountered the problem of vertigo.
This is where the second solution comes in, and that is by adjusting the angle of view and visibility.
Traditional two-dimensional games actually place less emphasis on the position of the camera.
Let's first explain the camera, which is where the player sees the screen.
Only those 2D games that come out later will have the stretch zoom effect of the camera.
For example, in a fighting game, if the two sides of the battle are close, the camera will zoom in, and if the two sides are disengaged, the camera will zoom out.
This is conducive to improving the expressive sense of the picture, and it is a general skill to show off completely.
However, in a first-person 3D game, that's not the case.
There are perspectives where the character is completely manipulated by the player, and there are also so-called over-the-shoulder perspectives.
For example, Mario Kart is a 3D game with an over-the-shoulder perspective.
The car is not in the middle of the screen, and the player does not feel like they are driving the car, but rather behind the car, silently watching like a spirit behind the car.
This is done to avoid vertigo.
What Junhei Yokoi is thinking about now is whether he can really make the player move.
He is now attempting to convert a treadmill into a new VrBoy input device.
Of course, even if this input device is successfully developed, it will only be sold experimentally, because the price will not be cheap.
The only commercial use may be in the gym, so that the fitness person can have a more enjoyable fitness rather than a more boring fitness.
However, more attention needs to be paid to the security issues involved.
The products made by Yokoi Junhei have always pursued cheapness.
It wasn't without his idea to make a brand new input device that was so cheap that it was easy for people to buy.
However, now that the VrBoy is on sale, traditional joystick input has become a random standard.
Even if the research is successful, it will not cover 100% of the VrBoy user group.
On the contrary, new games will encounter an awkward problem, whether to use a new input system or a traditional controller system.
It is not necessarily good to have the effect of being compatible with the two.
Therefore, what Junhei Yokoi is doing now is only to take advantage of the abundant time and resources to accumulate technology in advance for the input method of the next generation of VrBoy that may be available in the future.
Almost all Nintendo game consoles will have a very large number of compatible peripherals.
In fact, these compatible peripherals seem to be fantastic, but in fact, Nintendo's only purpose in designing them is to make money.
That's right, it's naked money-making.
You know, almost all of Nintendo's game consoles and game handhelds have very low profits, except for gaming watches.
Although the released game will make up for the low profit of this part, the headquarters that developed this game console does not receive a share from the game.
As a result, they had to keep developing peripherals.
The price of peripherals also ranges from 10,000 yen to 50,000 yen.
That's right, the price can be more expensive than the console itself.
The reason why it is so expensive is because these peripherals did not want to sell too much in the first place. So it's impossible to lose money and rush sales.
For example, the cartridge with a 200,000-pixel camera on the game boy costs only about 3,000 yen, but the price can be sold for 10,000 yuan, and after deducting the share of the channel, the first development department can earn about 3,000 yen on a camera cartridge.
This camera cartridge can also be linked to the printer, and this ultra-small printer is a new peripheral.
The typed photo can be directly glued to the place you want to glue.
If there is a user who really takes collecting peripherals as a pleasure, it is obvious that he will not spend less.
And players with collectors don't know how many, Nintendo is happy to launch those peripherals that don't seem to sell much, because of these collectors.