Chapter 22 Resistance and Assistance
If you ask Takahashi if he has any selfish intentions to save Yokoi?
The answer, of course, is yes.
In any case, Takahashi will also admit that Gunpei Yokoi is a good person, a good person who has helped him, and a good person who has provided opportunities for himself.
Of course, this does not mean that any person, as long as he has the help of Yokoi Gunpei, can make a career and succeed.
Iron needs to be hard, and if you want to be able to go to the wall, you also need to be not muddy.
Some people praise it, and some of them do it themselves, so they can succeed.
Otherwise, even if it hits a height, it will run away with its tail between its legs.
There are many coincidences in Takahashi's career, and the biggest one is probably his perception of the future.
Video games are an industry where creativity is king.
If you have a good idea, even if it's a very small company today, it can swell quickly tomorrow.
And Takahashi's mind is not lacking one idea after another.
However, creativity also needs to be differentiated.
Not every idea can be used without thinking.
Therefore, there are many games that Takahashi clearly knew in advance, but he did not take the lead himself.
Because, making a game is sometimes like copying poetry. Don't think that everyone else is a fool and can't see that you are not the original.
You know, the emergence of a video game is closely related to the level of technology and players.
If you don't have a light gun technique and make a duck hunting game, can this game be fun?
Of course not.
What if players were playing PONG the day before and released The Witcher 3 the day after that, hoping to sell it well?
No, don't be funny.
Even if it is a game that has already been systematic, it does not dare to add or delete elements at will.
Although players don't have a clear idea of what type of game should be, there is a conventional concept in the meantime.
Players assume that a type of video game is like this, so you game manufacturers, no matter how creative they are, can't change this basic system.
Because you changed, everyone didn't get used to it.
Everyone is not used to it, and this game will naturally be on the street.
Of course, there are also amazing companies that can forcibly educate players to get used to the style and pace of the game itself.
Educate gamers on how to play the game.
However, it is precisely because there are so few such companies that the price is called legendary.
Is there any game-changing magic in such a company?
No, they don't.
All they have is very high-quality games.
Through the game, it gives players confidence and tells them that there must be their own reasons for changing like this.
After a short period of discomfort, players will feel the benefits of doing so.
On this road, Wanhu is one of them.
If you want the game to develop, you can't just blindly accommodate the players, but you need to help the players build a concept.
It's just that this process of establishing the concept is a bit painful.
Wanhu knows the reason for this, but the players don't.
It's like the networking of "Anti-Terrorist Action", which has been criticized by a group of players.
Why don't you think Wanhu is not the same as before, or it is a completely single-player game like Villefort's "Counter-Strike", and then it is completed online through the Wanhu battle platform?
However, Wanhu can't do that.
Because, Wan Hu wants the life cycle of "Anti-Terrorist Action" to be longer.
It would not be possible to use this game mode, which is very expensive to update.
However, the current players don't understand, they think that Wanhu has changed, and they think that Wanhu just wants to keep making money.
Is that the case?
Perhaps there is such a factual factor.
Maybe Wanhu really needs this game to make money all the time.
But, other than that, don't Wanhu have bigger dreams?
A group of experienced players is both an asset and a hindrance for gaming companies.
The problems encountered in the United States are not so urgent in China.
The game "Anti-Terrorist Action" was also recently launched in China.
China has a very clear policy requirement for video games, that is, foreign companies cannot directly publish games, and must find a Chinese agency to distribute games.
However, the situation of Wanhu is different, although "Anti-Terrorism Operation" is developed and published by Wanhu Interactive Entertainment in the United States.
But Wanhu itself is a Chinese company, which means that the national server of this game was launched earlier than other games.
Moreover, it was launched in a few days, and it didn't even go through a lot of publicity.
It caused a frenzy of discussion in the Internet café.
Why is there such a frenzy of discussion?
First of all, because the game is really fun.
The fast-paced gunplay game is a fantastic experience compared to the popular mainstream game "Legends".
"Legend" is a game, although it is a real-time combat mode, but the game is not as good as the originator of the genre "Diablo", whether it is a sense of blow or a sense of achievement.
However, such a degraded version of "Diablo" has an element that "Diablo" does not have.
It's that it can really play with hundreds, thousands of people.
As a result, Legends is a game that has a higher social dimension than Diablo.
One of the major characteristics of social attributes is comparison, and everyone compares whether they are more powerful and stronger.
And this atmosphere of comparison gives game companies the opportunity to make money.
Shanda, the Chinese agent of "Legend", has the right to modify the game, and they have changed the weapon explosion rate of various game equipment in "Legend" to make these equipment more rare.
The original idea was just to allow players to farm more equipment in the game, spend more points, and earn more money through this method.
But what I didn't expect was that the unintentional insertion of willows actually released the point of comparison, which is very important in the social system.
It is precisely because of the rarity that I got the cow (meow) force.
It is precisely because of the rarity that I have the idea of showing off.
A weapon, if 10,000 players have it, it is definitely not a good thing, it is not rare at all, even if the attributes are so good that they explode.
However, even if it is a branch that does not have any stat bonuses, only one in 10,000 players has it. There will also be an announcement on the whole channel, so the preciousness of this branch is far greater than those artifacts that everyone has.
Unlike reality, where everyone understands their position, in the game, everyone thinks that they are the only one.