Chapter 30 The Industrial System of Games

Compared with the pompous Sega, Wanhu is much more normal inside.

Although Takahashi is the president of Wanhe, although Wanhu was established by Takahashi, although everyone also respects Takahashi, there are not many people who deliberately tout the horse.

Because, that kind of person has basically been eliminated from the core team of Wanhu Game Production.

The model of Wanhu making games is basically the same as that of other Japanese game manufacturers.

They are divided into several game development departments.

The advantage of such a fixed team is that it can be intimate when making games, but the disadvantage is also more obvious, that is, it is difficult for everyone to make a novel gadget, and the willingness and ability to accept newcomers is much lower.

Therefore, Wanhu later changed from a fixed team to dynamic development.

When you need to hire people, you transfer them to this production team, and when another game needs them, you transfer them to another team.

The advantage of this is that it can be used to the fullest, but the disadvantage is that the run-in period is a bit long.

However, after such training, the members of the club tend to have more game styles, I don't know how much. However, the depth of knowledge of a single type may not be enough.

However, video games are an industrial product, and this industrial product requires a complete industrial system.

A great game producer may be able to become an immortal legend in the industry, a master admired by everyone in the industry, like Akira Kurosawa.

But when the whole master is gone, there is no complete industrial system, but it will inevitably decline.

It can be said that the master is a matter that determines the upper limit, and the industrial system is a thing that determines the lower limit.

The reason why Hollywood movies can be popular all over the world is largely because the system and level of Hollywood's film industry are the best in the world.

This level of industry does not only refer to special effects.

Rather, it refers to everything from the script to the actors, to the design of various costumes, to the director, and so on.

Everyone is in a system, with a healthy competition mechanism, the final results are extremely good.

Wanhu's game production talents have also shown their talents little by little in countless transfers.

Managers who understand game production help them plan for the future based on their different talents and interests.

Help them develop more advanced skills.

And in the end, the results of these training and upgrades will also be appreciated in the quality of the game.

The game "Taiko Tatsujin" has been made to this day, but it has actually encountered some problems.

For example, if the sensor is placed on the drum surface, it is almost inevitable that a false touch will occur.

Even in the process of game testing, because the rhythm of the music was too intense, there were cases of drumsticks flying out and hurting people.

Because of these two points, a little change has been made to the sensor equipment of "Taiko Tatsujin".

First, the sensor on the drum face is canceled and the sensor is placed in the drumstick.

In this way, the drumstick senses the pressure before triggering, which is similar to the effect on the drum surface, but with almost no accidental touches.

At the same time, at this stage, the sensor needs to be connected with wires, and the drumstick must be connected with two wires.

At the end of the drumstick, in addition to the wire, add a bracelet that can be put on the wrist.

In this way, the problem of flying out is solved.

The reason why it was not originally designed this way.

That's because the original design idea was to be as simple as possible.

The input devices of "Taiko Tatsujin" are drums and drumsticks, which look more like real taiko drums and drumsticks.

This is a certain degree of fundamentalism and minimalism.

However, after thousands of practices, professional drummers will not lose their drumsticks during performances.

But how can players be professional, drumsticks are simply inevitable.

Therefore it is necessary to add an anti-slip rope, and with the addition of rope, it seems that adding a longer rope is not a problem.

In this way, the taiko drum in "Taiko Tatsujin" looks a little different from ordinary taiko drums.

In addition, the sensor wire itself also weighs a little, so the feel of the whole game has also changed a bit.

However, such a small change can only be felt by the real taiko master taiko master specially invited by the peripheral group, and ordinary people don't have much feeling.

After meticulous and precise fine-tuning, "Taiko Tatsujin" finally adjusted the feel to the level of "what you see is what you get, and what you feel is what you get".

Sometimes many people say that American people don't feel good about games and are not real, but there are actually some problems.

It's not true, but it's not necessarily true.

It's like when you hit someone in an arcade game, in the real world, the person being beaten will tremble like in a Japanese game, with a stun and feedback, and at first it will fall to the ground as real as in European and American games.

It may be said that depending on the situation, there is any reaction.

But the kind of explicit feedback in Japanese games is a little less.

The so-called feel and percussion of Japanese games is more like an artistic exaggeration.

This kind of exaggeration belongs to people's amplification of a small detail in real life, and this small detail is in line with the physiological and psychological habits of players, so people think that Japanese games are well operated.

In this game, when the drumstick falls, there is actually a slight difference between the time when the system confirms the operation.

Everyone knows that human reactions take time.

But few people know that the sense of touch in people's hands is actually more acute than the vision of the eyes.

It's like a computer screen, why did there come out with a display that exceeded 60 frames per second and reached 144 frames per second or higher?

It's not because people's vision feels that 60 frames a second is not smooth enough, but because of the difference in feel.

The human brain deduces what will happen in the future and drives the hands to do it.

In other words, most of people's operations actually have some amount of advance.

In general games, such as turn-based games, this kind of prediction is not very useful.

But the more intense the action and the more frequent the operation, the more important this prediction will be.

For example, in a shooting game, how can you shoot accurately at the waist.

At this time, it depends on the "feel".

If the frame rate of the display is not enough, the visual and tactile sensations will be inconsistent, and the sense of dissonance will destroy this feel.

Therefore, high frame rate monitors, after such games became popular, were more and more needed.

Of course, technology is not incomprehensible.

However, PC configurations vary widely, and this gap almost identifies the paleness and weakness of manual optimization in advance.

However, the carrier of the game "Taiko Tatsujin" is a frame specially made for "Taiko Tatsujin".

This frame can be optimized, and it can be optimized even better.