Chapter 216: Large Arcade Frame

Before, Jester felt that he had made two RPG games in a row, and wanted to change his style, but this time someone in his design team also proposed to go out and set up a studio independently, but Jester refused, according to Jester's meaning, he wanted to set up an independent studio, so he must have experience in making independent games, after all, he can be successful.

Although they refused to set up an independent studio, Jester still agreed to let them make a game as a maker first, and then look at the results, after all, the reason why their previous games performed well was because the book Jester reasonably designed it based on the successful experience of later generations.

Originally, Jester also planned to pick up the plan of the action beat up game of the Teenage Mutant Ninja Turtles that he had shelved again, after all, the current Teenage Mutant Ninja Turtles cartoon is popular all over the United States, and using the influence of this cartoon to produce a game above the level, I think the sales will definitely be good.

However, after Jester saw the function and graphics advantage of their sixteen-bit arcade base version that was ahead of the home machine by an era, he gave up on this idea. Darbilee is working on Zuò's Knight of the Round Table and is ready to be developed on a sixteen-bit substrate.

That's it, it seems that all of a sudden, Jester seems to have lost a lot of interest in continuing to make games on the octabit, after all, there are some games that the effects are impossible to do on the octabit, and after thinking about it, Jester accidentally saw a copy of the team that came back from Sega to learn somatosensory large-scale street mechanics.

They had returned to the company after their vacation, but a few days had passed and no new assignments had been given to them. Smith discussed it with Jester before the holiday, and Jester didn't think about it at the time, just said that he should take a break and rest first, and talk about the specific items after he came back, and recruit more people by the way.

But Jester has too much to do during this time. I forgot about Jì, and that's why I had Jed. Smith's inquiry.

However, Jester's eyes lit up when he saw this article, he thought it was a good project, he had made so many games before, some on arcades, some on home consoles, and electronic pets on handhelds, and he found that he had never only done somatosensory games.

Originally, he had planned to make a game similar to Tatsuto Taikoto, but because of the discussion with the hardware developer a few times, Jester was too demanding. The cost of completing the current hardware is too great to outweigh the losses, so this plan has been temporarily canceled.

In fact, Taiko Tatsuto can't be regarded as a real somatosensory game, and the research and development of large-scale somatosensory arcade machines is much more difficult than this, such as to reach the current level of Sega, without three or five years of technical accumulation, it is still impossible, which is why Jester sent a hardware team to learn from Jiga.

The thought of the large somatosensory arcade machine made Jester's heart feel a fiery feeling. In his previous life, he did lack more in-depth knowledge of this aspect, although in the world he knew, many of the techniques of this super-large arcade machine were actually accumulated by the home game console.

Now that this has come to mind. Jester also feels that he seems to have lost interest in developing home games for eight-bit consoles, so it may be a good choice to simply try making a somatosensory game like Zuò. So what kind of game is going to make zuò?

After thinking about it for a while, Jester didn't make any better decisions, so he simply sent Jed. Smith's man called in and asked him carefully. It's okay to make a decision.

In the conference room, the entire team of more than 20 people who came back from Sega, plus seven or eight who had just joined the company, were also very excited when they heard that Jester planned to participate in the development of a somatosensory game together, after all, according to Jester's status in the game industry, there is basically no game that is not sold.

In fact, the discussion process is not complicated, and the team has discussed no less than ten times about what type of game they will develop after returning to Mars Entertainment, so in the hearts of these people, there is still some common opinion, and Jester is not familiar with large-scale somatosensory arcades, so he will not mix it up.

In his eyes, the game he made was not important, and for him, he could find a suitable prototype for any type of game in his memory.

And this team that only came back from Sega gave Jester only three types, flying, racing, and shooting - this is not unexpected, in fact, although he did not have a deep contact, later arcade somatosensory games are also based on these categories, but there may be a sports category, which is still popular with the boom of Nintendo Wii somatosensory games.

Jester knows that Nintendo's light gun on NES can actually be regarded as a somatosensory game, and a lot of NES sales have been boosted by this light gun and the game "Duck Fighting" at the beginning, as for Jester's dreambox at the CES show, it will also be purely bragging, he didn't plan to put this thing on the octabit, because it has no value.

However, on the sixteen-bit console that is currently in development, there is indeed an idea of developing some accessories, including a light gun similar to the NES.

To be honest, playing Duck Hunt at home is indeed a very good choice, especially for young children, who are most likely to get fun from this simple game, although Jester also wants to make a game like Nintendo that children like, but the effect is not good.

"Flying?"

Jester muttered quietly, and the people around him didn't say anything, all waiting for Jester's decision, their duty was only to explain to Jester what types of zuò they were sure of, and as for what type of zuò to make, it was not their duty.

This is the duty of the people who make the game.

In fact, in Jester's mind, making a flying game is indeed a good choice, because the development of several previous flying home consoles and arcade games has stored a lot of technology for this game genre, which can be used directly, especially in order to make the most realistic explosion effect, at that time, the development team of "Dawn" gathered all the artists of the entire company, and it took several months to complete this task with a purely hand-drawn debut.

And on the single-chip microcomputer of a large somatosensory arcade, the explosion effect completed with this pure hand-drawn is definitely much better than that of an ordinary arcade machine.

However, Jester himself is not interested in flying shooting games, not that this kind of game is not fun, but because of the scene problem where the game is located, this kind of game is naturally niche, this kind of scene problem is still 2D, this kind of platform flight shooting is not very obvious in the mainstream period, and in the 3D era, this shortcoming of this kind of game will become the most critical reason for their withdrawal from the mainstream game genre.

This is also why the sales of flying shooter games were so high when the eight-bit and sixteen-bit consoles were used, but after the 3D game era created by the 32-bit console by the PS, the sales of other types of games increased after adding 3D elements, but the sales of such games fell sharply.

Is it because the quality of this type of game has deteriorated? There are opinions about the quality of a game, but one thing will not change, that is, when a whole series of games starts to decline, then it is not a question of the quality and level of a game, but the vast majority of players have lost interest in this type of game.

Just like the decline of RTS games in the era in which Jester lived, how long did it take for RTS games to go from being the king of PC games to almost no one care?

Jester once calculated for this, from the beginning of Dune II and Warcraft I in about three or four years, to the official release of StarCraft II in 2010, it was only a dozen years, and RTS also had its own glory period, once upon a time, StarCraft and Warcraft III almost became synonymous with e-sports.

Is it because StarCraft 2 is not good?

Many players who say that this game is not good, and that Blizzard scum have never played this game at all, yes, compared to the almost unrepeatable greatness of StarCraft I, especially the Brood War version, StarCraft II may seem a little mediocre in comparison, but this is compared to SC, a game that will not have in the past in the history of RTS, and even less likely in the future, and is almost irreplaceable.

In fact, StarCraft II is the second most fun RTS game in the world, and it is an out-and-out masterpiece, and the plot mode in it may be okay to say that it is a masterpiece, and the decline of this game is only because of the decline of the big game genre RTS.

The reason why 3D flight shooters are becoming more and more niche is that in the flying 3D environment, there are not only front and back, left and right, but also up and down, which is the biggest difference between them and racing games and shooting games.

Some people may say that these games also have a level up and down in a 3D environment, how can a game that is not XYZ three-axis be called 3D?

This is pure quibbling in Jester's eyes, when controlling a plane flying in a 3D environment, in addition to maintaining a balance between the front and back, left and right, but also the balance between up and down, which is not necessary in racing games, because they are naturally balanced in terms of level.

Such an increase in the difficulty of the operation will inevitably make fewer and fewer players who like this kind of game, and eventually it can only be reduced to a niche.

It's the same reason that RTS games eventually went from being the hottest genre to becoming niche. (To be continued......) R1292