Chapter 33: The Pain in My Heart

Hiroshi Suzuki's anger was not without reason, and he felt that he was destined to be a man who wanted to make the greatest game in the history of gaming. He promoted the project at the height of his prestige, not so that Takahashi could cause trouble for him.

However, despite his anger, Yu Suzuki did not lose his mind, and he used Sega's channels to get a "Taiko Tatsujin" of 10,000 households as quickly as possible.

Yu Suzuki looked at the "Taiko Tatsujin" arcade machine in front of him, which was a special-shaped arcade machine.

In fact, he is particularly familiar with non-standard alien arcades, such as the series of somatosensory game consoles he made, which one is not a alien arcade.

However, it wasn't these somatosensory and alien arcades that gave him the best results. Instead, it uses a new generation of fighting game "VR Warrior II" with hardware designed by a military industrial enterprise in the United States.

Although the arcade machine "Taiko Tatsujin" does not have many outstanding places in terms of appearance design, Yu Suzuki did not take it lightly.

Takahashi's reputation is thunderous in the video game circle.

A guy who debuted as a game idol, after breaking away from the original company, was able to accumulate original funds with the brochure he produced, and he was able to make money with the first arcade game he made.

In addition, you can continue to make various money-making games after that.

He also made his game famous by holding a competition.

In fact, to be honest, Yu Suzuki is very envious of Takahashi and envy the deformation of the road.

Don't look at him now in Sega as if he is above 10,000 people under one person, but no matter how prestigious you are, you are just a pawn.

I wanted to implement my idea, but in the end, I encountered various obstacles.

He left Sega a few years ago to start his own business, and he may not have had the intention of replicating Takahashi's legend.

But, alas.

Although he thinks that his company, the few arcade games he has produced are actually more fun.

But it doesn't sell at all.

Because, his company is completely nameless, and no one knows about his company.

Even though this arcade game was made by Yu Suzuki, the famous Sega player, the bosses who bought the arcade still asked, "Why doesn't there be a Sega logo?"

In the opinion of the owners of the arcade hall, I don't know how many small companies there are, the price of arcade machines is getting more and more expensive, and the safest and most cost-effective way to buy is to buy the arcade machines of those well-known companies.

After all, the letters SEGA, for example, are a golden signboard.

The blue and white font complements each other, as if it represents the quality of the game. And Yu Suzuki, who has lost the Sega channel, has made expensive somatosensory game consoles, and even fewer people dare to buy his arcade machines.

Later, the team he brought out left one after another, and the quality of game production became lower and lower.

In the end, he had no choice but to return to Sega and continue to make games under Sega's system.

Although he usually can't see anything, the pain in his heart is really great.

Why can't Takahashi do what he can?

Why did Takahashi lift up at a speed like a rocket, and he was like a rocket that failed to launch, and before it could fly, it had already fallen to the ground.

The huge success of VR Warrior II made him forget about the pain Takahashi caused him for the time being.

However, just when he wanted to make the strongest game in history, Shenmue, Takahashi's name suddenly appeared in front of him.

"Power on. ”

Yu Suzuki said as he walked around "Taiko Tatsujin".

At the beginning of the boot, the LOGO of Wanhu flashed. The next thing that comes up is the game interface.

Unlike other game consoles, arcades are able to leave the arcade almost once they leave the factory, and until the end of their life cycle, they will always be on and will not turn off.

Its stability for use is even greater than that of today's computer network servers.

After all, the server of the computer network will not be tapped hard every day, and it will not be stuffed with coins like a blessing.

Therefore, the cost of arcade machines is actually relatively high.

And when no one is playing, you should also play some footage such as tutorials or demos to attract players who may be passing by.

The no-operation screen that waits for a while after the boot of "Taiko Tatsujin" is the tutorial of the game "Taiko Tatsujin".

It shows how to play the game Taiko Tatsujin in a simple, crisp, and exaggerated opening style.

No matter who makes the special-shaped arcade machine, there is actually a threshold of high learning cost.

It's like a racing game made by Yu Suzuki himself, and it's something similar when there is no operation of the demo screen.

However, although it seems unremarkable.

However, as a professional in arcade game production, Yu Suzuki still found many interesting details in the small details of standby animation.

These details can be said to be useless, and can only be regarded as a kind of "easter egg".

However, it can make players feel a kind of warmth and a touch when they suddenly find it.

It's a way to increase player stickiness, but it's not available on every arcade machine.

Because, the vast majority of arcade games are made on a tight schedule.

And such useless and time-consuming details are actually not cost-effective or reward-oriented.

Being able to see this detail shows that the production team of Taiko Tatsujin has a lot of time. It also shows from the side that Wanhu's game production management process is very good.

Thinking of this, Yu Suzuki snorted.

Don't look at the Sega family's big business, but sometimes the game production staff Yu Suzuki still feels a little uncomfortable.

A game doesn't mean that the game producer wants to make it what it looks like.

In fact, after the mission is distributed, everyone involved in the production of the game has an impact on the style of the game.

Even if a person decides to make his own game, the game he makes is very different from what he imagined.

To give an example that most people have experienced, when writing, the glyph actually written is not exactly the same as the glyph imagined in the mind.

What I imagine in my mind may be a perfect glyph, a very beautiful glyph, but when I write it, it is like a ghost crying wolf.

This is the problem of execution.

And how to improve the execution of writing and make the words look good?

It takes constant practice, stroke after stroke, and finally put together a whole.

It's the same with making video games, where the strokes are the division of labor that everyone gets, and the words are the finished product.