Chapter 13 Different Aesthetics

With a gameplay prototype that you can refer to, it is not difficult to design the core gameplay.

Contemporaneous game manufacturers, although there will also be things that imitate the core gameplay. But perhaps because the local video game industry is too developed, they don't look down on foreign video games.

Therefore, even if they imitate, they imitate the core gameplay of the domestic game.

In addition, in the home game console, especially in Nintendo's system, except for Blizzard, there are almost no manufacturers other than Yuben who can launch games on Nintendo's game consoles.

As a result, the home console game began to have its own unique style.

However, unlike other fields, in the field of video games, this is the mainstream in the world. Therefore, although the game is unique, it has also been embraced by players all over the world.

Because at the same time, the games of other countries and other styles are not as interesting as the games of the previous one.

Although Kanchem was still a little mentally burdened at first, he felt relaxed after redesigning the gameplay content according to the existing core rules.

He is not good at personnel management and so on, and even in terms of making games, although he can also do everything and make the original "Might and Magic" by himself. But being able to do everything doesn't mean you're proficient in everything.

And, in his observations, he found that the general aesthetic trends of Korean gamers are almost identical to those of American players.

It seems that people in East Asia like that kind of young and cute image. Specifically, short limbs, large heads, and large eyes.

Even in the new "Magic Card Girl Sakura" released this year, the eyes of the protagonist Kinomoto Sakura are almost half the size of a face.

In recent years, the aesthetic trend of popular works in the United States and Europe has completely opposite them.

In the early nineties, starting in the United Kingdom, the Western world began to vigorously criticize the fetish (meow) child.

This is not only a crackdown on those who have really committed child love and child molestation in public. In the field of culture, a large number of pond fish have also been affected.

The first to be vigorously banned was the film "Lolita" written by a Russian-American writer and adapted into it.

And then expand to the entire cultural field, video games, as a part of cultural entertainment, naturally cannot be separated.

Games that are no problem under this rating system are rated higher in countries such as the United States and the United Kingdom because the appearance of the game characters is too young.

Not only that, after the trend of love (meow) child (meow) fetish has passed, it has ushered in the cleaning of literary and artistic works by small animal protection organizations, women's rights protection organizations and many other organizations.

If a game explicitly kills a small animal that exists in reality, then wait for the demonstration, just wait for the public opinion to take it off the shelves.

If a game has female characters who are too beautiful to make players feel pity, wait for feminist groups to come and protest and say that you objectify women.

As a result, the image of video games in Europe and the United States began to develop to the other extreme, and ugly and bizarre images that were different from the real world began to appear in various games.

At the beginning, neither players nor practitioners liked this style, but the strange thing is that after three or four years, both producers and players subconsciously felt that there was nothing wrong with such an image.

Kanchem, who was so aesthetically alienated, didn't dare to make his own character design for this new game.

Although his own aesthetic has been alienated, he knows that the aesthetic of Korean players is not like this.

When Kanchem and the people in the Envy Group of the Lexian Company told him about it, the group of Koreans laughed one by one.

In fact, compared to himself, Kanchem doesn't like Koreans very much.

Although these Koreans look good in their clothes, they don't have the humility of their own at all. It is not known if they have not yet broken away from the agrarian society, they speak loudly, noisily, annoyingly, and have not yet been polite.

Although obedience is stronger than that of individual American employees, behind their face-to-face respect, they always mock him as an American, intentionally or unintentionally.

However, seeing that the salary was almost five times higher than when he worked in the United States, Kanchem still endured.

It took about a week for the chattering Koreans to finally draw the schematic diagrams of the various characters and scenes.

Just as Kanchem had in mind, they designed a character that looked round and chubby, with a big head, big eyes, short limbs, and candy-colored skin.

Destructible scenes, such as brick walls and wooden boxes, are also in the same cartoon style.

And the bombs in the "Bomberman" series were designed by them as water bombs.

Looking at a few schematic diagrams of the water bomb, it seems that if these schematics are circulated, it is a water bomb that can constantly pulsate like a heart.

When Kanchem saw the water bomb, he suddenly had an idea, and he had a new idea.

Naturally, it's a water bomb, so that the players in the duel won't die directly when they are concentrated by the water column when the water bomb explodes.

Instead, it is wrapped in a water balloon, and when wrapped, the player cannot move himself, and teammates can come and touch it to rescue.

If an enemy comes and touches or blasts with a water bomb, the player's character will die.

Well......

There is also a rule that the time to be wrapped in the blister is eight seconds, and after eight seconds, the blister will burst, and the player will be able to continue moving on their own.

Players on both sides can play a series of strategic games based on the player wrapped in blisters.

For example, you can blast again when the opponent comes to rescue your teammates.

The more he thought about it, the more he thought it was a good idea.

Even...... Even the problem of game violence has been solved.

After all, this is not a bomb, and it will not be associated with some terrorist organization.

You know, at the beginning of "Bomberman", it was planned to be called "Explosive Man".

However, before the game was released, there was a rumor that someone in a European country was using a bomb to self-detonate an attack.

In order not to cause panic, "Explosive Man" had to change its name to "Bomberman" all over the world. And in the country where the self-explosion occurred, the game wasn't released until five years later.

Kanchem, who knows the history of video games, knows that he knows the lessons of the past, and he will not let his games repeat the mistakes of the past.