Chapter 601: Something Unthinkable
Looking at Hideo Kojima, who is still shy now, but his eyes are full of confidence.
Jester couldn't help but feel a sigh of embarrassment.
Because he knows that in his world, Hideo Kojima's fate is heading, forever leaving the Konami he has worked for more than 30 years, and forever leaving the work he created, moreover, it can be said that it is more important than his children's "Hidden Dragon Spy Shadow".
Of course, in fact, about the story of "Hidden Dragon Stip", Hideo Kojima may have wanted to end it a long time ago.
It can only be said that at the moment of the release of "Metal Gear Solid 5", for the entire video game industry, Hideo Kojima, who can be called the most iconic character since Shigeru Miyamoto, will leave his familiar Yiqiē forever, or in the future, the greatest game designer of his time will be able to produce new and excellent works, as evidenced by Hideo Kojima in "P.T".
Although "Metal Solid" is an out-and-out legend, I don't just do "Metal Solid".
"Did you encounter any difficulties in development?"
Jester asked again.
He had previously learned that it seemed that for Hideo Kojima, the most important form of his game had not yet been finalized, and his team had been discussing it during this time, but Jester did not know what was being discussed.
= Actually, Jester doesn't really want to be involved in Hideo Kojima's thinking.
Because, as someone who knows the future of Hideo Kojima, Jester knows that Hideo Kojima is not a person who is likely to accept other people's opinions.
This kind of personality is basically a common problem among Japanese designers, but Hideo Kojima's dictatorial personality may be a little more obvious, which is also determined by the style of game design, the Japanese value talented makers, while Europe and the United States pay more attention to brainstorming that can brainstorm.
Jester prefers the latter one.
But. He can't deny that the dictatorial system does help to improve efficiency.
However, Jester may be an exception, and Hideo Kojima wants to know what Jester thinks about the development of his new game, Metal Solid.
Because, the idea of the game "Metal Solid", this idea of a game of hide and seek belonging to Hideo Kojima, it was because of Jester that he was able to think of it. And it's really perfected.
Moreover, the idea of a so-called cinematic game was described to Jester by Jester, and then his imagination, like a pair of wings, could soar endlessly, and come up with many gameplay that he could never have imagined before.
"Yes, teacher, I do have some confusion."
Hideo Kojima doesn't call him a boss like everyone else. Instead, he directly calls him a teacher, and in the eyes of Hideo Kojima, Jester is his guide in the game, his mentor.
I heard Hideo Kojima say that. Jester groaned for a moment.
Actually, he really didn't want to participate in Hideo Kojima's game, because Hideo Kojima's style of play was so unique, and everyone else was whoever it was. None of them can be imitated, Jester naturally doesn't want to participate, and. Kojima can come up with all the ways to play the peek-a-boo game on his own, and he can make the series the ultimate himself.
At this point, Jester really has nothing to sue him.
However, Jester thought about it, and it suddenly occurred to him that it was about Hideo Kojima and his game of peek-a-boo.
In later generations, as we all know, Hideo Kojima's "Hidden Dragon Stipulation" is the ancestor of the infiltration class, which is commonly known as the peek-a-boo game, he can be said to have created this series, and also made this series to the extreme, all the rules of this kind of game were formulated by Hideo Kojima.
Everyone thinks that maybe this type of game is like this, and there will be no breakthroughs, so everything that can be thought of because of this genre, Hideo Kojima has thought of everything.
However, in 2014, Kojima recommended a game on his Weibo, and, in many interviews, Hideo Kojima said more than once that his best game of 2014 was this game, an indie game called "Deadly Frame", the studio that developed this game is called Love Hut, and there are only three members, all of whom are loyal fans of peek-a-boo games, and at the same time, they are also admirers of Hideo Kojima.
There's a good saying that rules are meant to be broken.
And the game "Fatal Frame" is exactly that, and there is no doubt that this game has also been admired and loved by the originator of this genre, Hideo Kojima.
Deadly Frame is the first original work of the Three Musketeers of the House of Love, and it can be a tricky thing to categorize, because this game belongs to the kind of game that "you've been playing for decades and never seen before", and of course, if you have to classify it, the all-encompassing genre of puzzle games seems to be the most appropriate.
In this game, players are faced with a story of fifty comics, each of which is made up of several panels. At the start of a level, the protagonist controlled by the player will move in each grid in order from left to right and top to bottom, of course, according to the original order of the grid, he/she will not be able to reach the grid in the lower right corner. What the player has to do is to reverse the order of the middle cells in various ways, so that the protagonist can reach the end of the page.
As a simple example, there is a four-page comic strip, the first of which shows the protagonist jumping out of a window and sliding towards another building with his suitcase hanging on a wire; The second grid is for the pursuers to aim at the wires; The third grid is a pigeon on a wire; The fourth panel is another building in the overlook. If the player is hit by the pursuer in the second square, the game ends, but if the player switches the positions of the second and third squares with their hands, the protagonist will startle the white dove in the second square and interfere with the pursuer's sight in the next square, allowing him to escape safely.
It may seem simple to say, but in the design of Fatal Framework, there is a very interesting concept, that is, the "context/environment" (context), in most games, the player controls the "action" of the protagonist, and the so-called "context/environment" is equivalent to the world view or story setting, which is generally unchanged. In this fixed environment, the player moves through various actions and completes various tasks, which is also known as "interaction" in the general sense.
But in Deadly Framework, every action is determined in advance, and what the player wants to change is precisely the context/environment, and the meaning of each action is changed by the change of the environment, forming a new story. In this sense, the creative core of Fatal Frame has penetrated into the bottom layer of the game's interactivity, making a fundamental subversion of the default interactivity of you and me.
Seeing how designers use different "contexts" to design different or even completely opposite meanings for the same action is the most amazing experience in the whole gameplay.
One of the many challenges involved in completing this design was how to use the static images displayed in front of the player, so that the player could not guess where the protagonist's adventure would be in danger when they first saw the manga page.
On the other hand, it should also allow players to be able to construct another story direction based on this identical comic after knowing the crisis, or more precisely, "imagine" another ending of the story.
This requires the designer to present both the potential danger and the solution to avoid the danger at the same time in the limited number of grids that can be moved freely in the comic page. If the hints of the former are too obvious, the player will find the story boring; If the clues of the latter are too subtle, the player may not be able to think of a solution, and the ultimatum guò repeatedly tries various possibilities to clear the level.
Another problem is the one that all adventure games must face, how to control the difficulty.
As mentioned above, the fun of Deadly Framework's game mode is to build new pathways from existing clues, and its core philosophy is "trial and error."
Players don't have to worry about making mistakes that will lead to the end of the game, they just need to try again, but once the difficulty setting is not reasonable, players will definitely try to clear the level by exhaustive methods, which is another problem that must be avoided in "Fatal Framework", which is based on the order of the manga grid and has limited possibilities. Fortunately, in the entire fifty levels, only one or two levels of difficulty brought me to the edge of using the exhaustive method, but these levels have a lot of squares, and even if I use the exhaustive method, it will take a lot of time, and in the end, I still carefully observe the prompts in the static screen and deduce the correct order to clear the level.
The use of the "trial and error method" needs to be strictly limited, once it is abused, it will lead the player to give up after too strong frustration, for the "Souls" series, the moment of finally defeating the enemy boss is a great achievement, for "Deadly Framework", the reward of the first level is a new level, how to ensure that the player can persevere in the process of countless failures?
Of course, the new possibilities that players can see in the process of defeat.
It's a great game, and Hideo Kojima admits that it has broadened his mind tremendously, and many of his ideas that he had never thought of before kept flooding into his mind like lightning.
Jester felt that he could use a lot of the game's creative ideas to say something to Hideo Kojima that he couldn't think of. (To be continued......) R1292