Chapter Twenty-Eight: Taiko Tatsuto
When video game arcades first came out, they had everything.
However, after the game Space Invaders, the layout and style of the buttons were basically fixed, and no matter how many changes the game genre has undergone, it seems that a solution can be found within the framework of this operation plan.
The benefit of this is, of course, standardization. Not only is the cost reduced, but even if some parts are broken, it is easier to repair and replace.
Today's music games, even if they are like Konami's "Music Cube", still use this input system.
It's not that there's anything wrong with that, it's right, it's normal thinking.
However, this is not enough COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Music arcades are different from other arcades, with a stronger "girl attribute", and girls who often don't like other types of arcades are not so resistant to music arcades.
Even when a bunch of couples are dating, playing music arcades is better than traditional fighting arcades, breaking through arcades. It's easier to brew the sour smell of love between you and me.
Therefore, Takahashi announced on the first day of the establishment of the "Taiko Tatsujin" project team that the game "Taiko Tatsujin" would adopt a new input method.
Everyone has been guessing for a long time what this input method is.
Fortunately, everyone is not stupid, since Takahashi named this game "Taiko Tatsujin", it should have something to do with Taikoto.
The taiko drum is a representative instrument of the traditional tradition that resembles a beer barrel and is of a different size.
In the traditional culture of the festival, the taiko drum seems to be associated with ritual activities such as witch festivals, and when playing this instrument, the whole body often dances in a variety of postures depending on the rhythm of the music.
It didn't take long for the people in the project team to find a taiko drum.
Armed with drum sticks, everyone began to explore what Takahashi's new input method would look like.
"Does anyone know how to play a taiko drum?"
"I know! With a stick in one hand, you can beat it rhythmically on the drum surface, oh, and sometimes you can hit different sounds on the side of the drum. ”
In this way, if you divide a taiko drum into two areas, the left and right areas, there are two ways to strike, and there are four corresponding operations.
In other words, a taiko drum can complete the input requirements required for music games?"
"Hmm......" One employee put his hand on the drum and thought for a while, "there should be sensors under this drum." If the precision is adjusted just right, it should be a good input method. ”
These old fritters spent an hour discussing the input method of "Taiko Tatsujin".
Takahashi, who had been silent, spoke at this time, and he said, "That's right, we're going to use this taiko drum as an input method.
As for why I chose Taiko as the input device, I would like to explain it to you now.
Everyone should know that the world's largest game market is in the United States, but the world's largest arcade market is in the United States.
The hottest fighting game right now, we have the "Blood" series, and don't worry.
However, the next generation of arcade games, I think, is audio games.
Even when I saw someone singing karaoke, I suddenly felt like we needed to make a music game.
Since the biggest arcade market is the game, we need to find a way to play the game that is suitable for the gamers.
Like Konami's operation scheme with joysticks and buttons, I think it's too silly.
I think it's better to actually use a certain instrument as an input device.
Later, I asked my wife, Xiao Ai, and I asked her what she thought was the most distinctive instrument.
After thinking for a long time, Ai replied to me about the taiko drum.
I found a taiko drum and looked at it, and thought it was an ideal input medium.
So, "Taiko Tatsujin" was established, and everyone came here. ”
The people below heard Takahashi's words and fell silent.
Takahashi took a sip of water and continued, "After discussing it just now, we already know what the input pattern of the game looks like.
So now I'm starting to assign tasks.
This time, the production team of "Taiko Tatsujin" will be divided into the following parts.
The first part, the somatosensory input part, Suzuki Chitaka, is led by you.
The second part, the interface design part, Kentaro Fukuyuan, is in charge of you.
The third part, the picture design part, Yuki Mizuhashi, is in charge of you.
The fourth part, music level design, nail palace Yuxi, you are in charge.
The fifth part, music licensing, is handled by the Ministry of Foreign Affairs. ”
Takahashi simply divided the work into several parts.
These parts will solve different problems in a targeted manner.
These parts can be said to be very important.
If the somatosensory input is not adjusted well, the feel of this game will be very poor.
Regardless of the latency, whether the sensor is too sensitive or not, there are many problems.
When you hit the left drum surface too sensitively, the sensor on the right may sense it, which can cause misoperation.
It's too insensitive, and there is no command output for dry typing, which is also very troublesome.
So, it had to be tuned just right, and it had to be able to use technology to make my players feel like there was no lag in their input.
The interface design part is also important.
When most players play a game, the first thing they see is the picture, so they think that a game with a good picture must not be bad for others.
However, in the actual process of playing, the player is not exposed to the game's screen, but to the interface.
A crappy operation interface, such as the current operation interface of JRPGs, is cumbersome and makes players want to scold their mother, which is not a good design.
How to be both beautiful and easy to use is in line with the user's intuition, which is a great test of the designer's skills.
What's more, such a game must also be combined with a new input method, which is naturally more difficult.
Although the picture is not felt by the player, it can be seen visually.
You know, sight can be a big part of a person's feelings.
The so-called person is beautiful, and the world is friendly to her, which is naturally the same thing.
The world of human beings is a world of faces.
A game may be fun, but as long as it has ugly graphics, sales will not go up.
The quality of the game screen is directly related to the money.
Just like a girl can have plastic surgery, American game manufacturers have money, so they naturally make the game convex and backward so that it is not attractive.
The game manufacturer doesn't have so much money, so it can only rely on the connotation to attract players.
The players' final choice is also obvious, no matter how beautiful the connotation is, it can't be better than the face.
However, the most important thing about the game is that the game style of "Taiko Tatsujin" is in line with the style of the book.
The design of the rest of the music levels is also closely related to the feel.
As for the final music licensing, it is even more difficult to say.
It took only one day from the project to the start of production.
This small game seems to be designed and released in a very short time.