The hundredth sheet
Ryosuke Fujiwara is not alone. There are thousands of people like him.
They all know that the Japanese video game industry is sick, but they only know that it is sick, and they don't know how to change the situation.
Sensei said that the prescription is that it is difficult for them to change themselves. Most of them have been complaining, complaining that it doesn't make sense here, that it doesn't make sense there. But I didn't think about doing it down-to-earth and looking for a suitable way out.
Of course, most people are thinking, why should I find a way to do a good job in this industry, and I am not bad at it.
Lin Yan didn't know these things, he knew, but he couldn't do anything about it. You must know that in the past 20 years, Lin Yan has published an annual industry report every year in his own name, or in the name of Chiba Games.
In this report, there is not only a summary of the past year, but also an outlook for the next few years. However, most game companies will always only see the things in the report that can make quick money. For example, the type of game that will be popular, the technology that will be popular.
However, the technical concerns of the entire industry in the report have been swept away. Even, although some people are making money by watching the report, they say that Lin Yan is the one in the Chinese idiom of "worrying about the sky". Said he was thinking too much.
However, even if it really came to the day when the entire industry was having a bad day, they still didn't admit that Lin Yan was right. Instead, he used other remarks to cover up his wrong decision.
For example, it's all to blame for Lin Yan's report, let's make this game, and we did it. But now this game is no longer a line.
These people are very good at taking quotes out of context and taking a paragraph from someone else's words. Just take it as an argument.
Like, "Lin Yan is not a human being". intercepted, "Lin Yan is not a person", this is their usual method.
Of course, there are still people who complain about Chiba games, you see that your game business is good, and the money in the hands of players is limited, so they all buy your games, so they don't buy our games.
But where did they think. The more their games are sold, the less they sell.
A few years ago, due to European and American game manufacturers, after experiencing the impact of Atari, they have not yet reacted, so Chiba Games can take them to eat wine and drink meat.
However, at this point in time, American companies, whether in terms of capital, technology, or market, are about to crush them. In such a situation, how can they continue to lie down and make money.
But. They don't think about such things, they just complain that the current market is not good. If you don't complain about the game income children, the increase in Chiba games has robbed them of the market, and they won't do anything but do something like that.
Ryosuke Fujiwara experienced a period of dayless days. During this time, he didn't know how he was living.
After another while, he thought for a long time on Akinayama Mountain next to his tofu shop. He finally figured it out. He wanted to set up a company on his own, looking for young people with skills and ambitions. Learn from the development system that is now popular in Europe and the United States, and strive to make a fun game.
Of course. There is only one tofu shop in his family, he is not a rich second generation, even after two thousand years, the car that his family delivers tofu is still just a Toyota 86 that is already quite long.
How can he have the funds to make a game? He thought of a very simple solution, and it was the only way he could think of it.
Don't ask for help. As long as your things can be recognized by others. That's indie games.
You know, maybe the indie game you made is successful, and you can still be favored by Chiba Games, and you may be able to work in Chiba Games.
After all, Chiba Games' indie game page now has future events for the game every year.
Ryosuke Fujiwara had heard about it before, and it was said that there would be an independent game channel, and it was because of the game future, which is an annual event to select game talents.
However, when she was in school, she was not too interested in this activity. During that time, he had a mistake that many academics made.
"I don't want to be in the same league as reality." For example, a game is actually the most attractive thing, not all of which are relatively inferior. For example, a beautiful woman dressed in seduction, or a violent picture or something. He believes that the games that do so cannot be called games, because the people who play these games are driven by primitive desires, and they are low-end and tasteless.
However, after thinking about Akinayama, Ryosuke Fujiwara figured out that any work is actually a reaction to reality and human emotions.
It's not just games, it's not just literary works, it's all things that can be touched in life.
For example, why the supermarket was born. What are its advantages over the original old-fashioned receiving store?
For example, why the invention of the car, from bicycles to motorcycles to automobiles, railways, ships, airplanes. Doesn't the evolution of transportation mean that people want to move faster?
Can we live without these people? Absolutely. However, efficiency is different, and people have a great desire for this convenient means of transportation. Because there is desire, there are so many things.
Ryosuke Fujiwara felt that if he wanted to make a game, the first thing he needed was a prototype. You know, there's no shame in imitating, it's really not shameful.
Any backward industrial country, a self-motivated backward industrial country, starts with imitation. And a person's learning also starts from imitation, whether it is just babbling to learn to speak, or saying that he has gone to school, learning cultural knowledge.
Test scores represent a child's ability to imitate. He doesn't know how to imitate more efficiently. Of course, the test is also the imitation skills taught by the teacher.
As the saying goes, it is not that one soldier will be a nest. Children who can't learn to imitate will only make themselves unable to achieve good grades. And there is no way to teach others to imitate, but will make almost all children. I can't learn it all.
And occasionally there are one or two students with good academic performance, who are not taught by him. It's that people have strong comprehension ability and understand the skills they should learn from textbooks.
Learn. It's essentially a kind of imitation.
After a period of careful consideration, Ryosuke Fujiwara's chosen reference object was "Bomberman: Rebirth" released by Hayashi Hiko.
This is the first game in the Bomberman series, and the charm of this game cannot be overstated. Except for his game setting, which is different almost every time the game flow is different. There's also something very interesting, with very fragmentary sectarian metaphors.
It seems that the new work of "Bomberman" is a child who has played "Bomberman" but has been attacked by domestic violence. The little kid, curled up in a box, was with his toys. In the dark. I closed my eyes and fantasized that I was Bomberman.
However, the Bomberman he incarnated as was not the same as the Bomberman of the games he played. Not only did he have bombs as a weapon, but he also had another weapon, his own tears.
He fought one abominable monster after another, and fought one big bad guy after another. He had seen angels and demons.
However, compared to angels. He prefers demons.
Because, the demon gave him many props, and the things that the demon gave him represented his present. And what the angels give him is the future, however. He didn't know if he had a future.
The protagonist, who is not sure what his future holds, prefers only the reward given to him by the demon.
The story is one such story.
Even if the game "Bomberman: Rebirth" has been completed. All the processes are finished, but the protagonist is not liberated.
He's still the same as before. Still in his fantasy world, he went deeper into the basement one after another.
Of course, there are a lot of endings in the game. Some of them were killed by his mother, who was religious and religious, and who sang and prayed every day, but who was so vicious to him that he would not give him food that he did not eat, and some ended up suffocating to death in his small box.
There is also the ending, that is, the current one himself died, and the other black him became him and lived as her.
Of course, although this title was released on an indie game. However, the follow-up work was indeed released as an online mini-game of Chiba Games.
Lin Yan is not the only producer, in fact, in the follow-up works, Lin Yan is only a nominal supervisor, and does not participate in the actual production.
The reason why Hayashi didn't continue to make this game himself was that it was launched as an indie game. One is because he doesn't care about the "little money" that this game has sold for tens of millions, and the other is because he is too busy, and occasionally he has the creative impulse to make a small game.
If he was asked to keep doing a game series, he couldn't stand it.
Even Uncle Mario's old face, he was about to vomit. However, what can be done about it, many games are only sold by wearing Mario's skin.
Mario's tone is that he is a game character, but rather an unusually influential brand. Therefore, there are media brands that are among the top 100 most influential brands in the world, with Mario's name written on them, as well as the image of Uncle Mario.
Of course, for most of the production of Mario games, Lin Yan will not make it himself. He's annoying, really annoying.
Ryosuke Fujiwara finished a total of 500 hours of "Rebirth", not only playing, but also using academic methods to analyze the entire game from the picture of the child's graffiti, as well as various ways to play. Analyze this game, why someone likes to play it, and what are the reasons why they like to play. What are the features:
Of course, he only used these factors as a reference, not a list to look up and copy. In fact, there are no less games that imitate Bomberman: Rebirth.
The popularity of "Bomberman: Rebirth" has led to the popularity of a large number of games in this genre.
However, none of them can surpass "Bomberman: Reborn". It's a very tragic thing. It's really tragic.
This means that this subcategory of games, since the day it was born, has been at its peak and glory. After that, it's just a constant downhill road.
In the end, Ryosuke Fujiwara decided to make himself and make a game. It's called "Bullet Down City".
This is a world of guns, all monsters, all monsters, all have something to do with guns.
The whole game is pixel style, yes, but it is unusually in pursuit of a unique art style. The difficulty of the whole game will not be low.
Of course, the difficulty of the first level will be okay.
You know, the difficulty curve arrangement of the game is a very skillful thing. When making a big game, the data balancer alone will reach double digits.
The reason why it didn't reach three digits is because Lin Yan has a lot of mouths and lower work efficiency, and because a game team generally only has three digits, and they all do numerical values, so how much salary will be paid, and who will do other work.
Ryosuke Fujiwara worked out the genre of the game, and the art design went smoothly. A Western medieval castle with a church-style style.
Stained glass and huge oil paintings hang on the walls, and there are torches on the walls. The tone of the game is darker throughout.
The game's music is also a fast-paced music that he made himself. After a lot of work, he finally finished the game.
At the time of release, his whole person was excited, because it was the first time for him to feel that a game had so much to do with him.
poured his heart into learning, instead of taking money to do things and leaving the routine. He was happy and excited.
――――――――
It's not crazy, it's not a living corpse, it seems to be rational, and looking at the shape of the figure, it seems to be a human being.
Neller stopped making noise, and Lin marked the figure with the prey marker, then raised his gun and approached step by step.
In grayscale vision, the originally flat silhouette has details as the distance approaches, and it becomes concave and convex.
Looking at it again, it was already certain that the figure was a human being, and it seemed to be a young girl. It's just that, for some reason, she was lying in the coffin, and when the coffin opened, she was still able to wake up.
"Have you seen enough?" The figure turned its head, and its long black hair danced with it, a crisp girlish voice.
Lin subconsciously felt that this woman was a trouble, and he didn't have time to speak yet. Naylor, who was accusing Lin of killing Nicol just now, had already run in front of Lin and said to the girl, "Are you a human or a monster?" ”
"Of course I'm human." The girl stood up from the coffin and stepped out of the coffin, looking a little elegant.
She didn't pay attention to Neller anymore, walked in front of Lin in a few steps, looked at the gun still facing her in Lin's hand, and said without panic at all, "Why are you so nervous?" ”
She looked Lin up and down a few times and said, "You're a mercenary, I have a task you can't take." ”
"What task?" Lin asked.
He didn't smell any danger from the girl who crawled out of the coffin, but he didn't take it lightly. An enemy who can deceive intuition is often more terrifying than an enemy who can feel threatened. (To be continued.) )