Chapter 618: Seminar
There were no surprises at the evening awards.
"Requiem for Exotics" lived up to expectations and won the Game of the Year, and Willy, who invented "Tennis for Two". Dr. Higginbotham received his first GDC Lifetime Achievement Award.
In fact, the original prediction was between him and Bushnell. Because so far, these two people have an irreplaceable role in the early development of video games, after all, there is no Willy. Dr. Higginbotham, there would be no video games, and there would be no commercial games without Bushnell.
And there is no way to commercialize it, then video games can only be some self-amusing things for the tech men in the real yàn room, just like Bushnell did when he was in the real yàn room of the Massachusetts Institute of Technology when he made the space war, and it will never become, as it is now, with hundreds of millions of audiences around the world, a huge and terrifying industry with an annual turnover of nearly 10 billion dollars.
You must know that even in Atari's era, Atari's annual turnover exceeded the ticket revenue of the three major balls in the United States for a whole year, and exceeded the annual box office of Hollywood in the United States for a whole year.
Not to mention now.
After the awards party in the evening, and the dinner that followed, the next few days were some forum discussions organized by the major game companies themselves, and these game companies also knew that many game makers came here with their ideas to find an opportunity, and they also wanted to find out if it was really this gold hidden in the sand.
Of course, the Hatcher program was also launched at the same time, and on the afternoon of Jester's presentation, the newly formed review team was greeted with more than 70 projects for the development of the game, in fact, this number. The total number of people participating in GDC is still very small, and for a reason, despite the announcement of the Hatcher and Crowdfunding plans, everyone, whether independent game studios or not, is very excited about the private initiative.
And, full of hope for the future of this plan.
However, there is also a very embarrassing problem. Moreover, Jester did not explicitly propose a solution to this problem when he explained it in his speech.
That is, every game plan is a burst of inspiration from the makers, and if you can complete the crowdfunding or be selected by the Egg Incubator Project, then it's okay, at least you can have the money to complete your own game. If none of this is done, and what you meditate on is completely disclosed, then it is not the same. Their own thoughts are worthless.
What if someone else builds the game based on their own ideas and sells it well? And, who knows. These large companies that organize incubator programs will not copy their ideas to invest more. More people make more games than they do?
Therefore, many people are still very worried.
Even if these game companies don't bother to do this, will those who participate in the review 'reference' or 'borrow'?
No one can guarantee this, and Jester can't make everyone understand a problem that many game designers in the future will understand in terms that many game designers in the future will understand - the quality of a game is not very related to creativity.
Of course, there is no need to remind them that this is something that these designers will always understand as time goes on, and if you think that a super-first-class person like Jester will always receive a lot of invitations to discussion meetings, although Jester doesn't really want to participate, but as the organizer of GDC, it is obviously not very appropriate to participate in any of them.
So, Jester chose one at random, which was a discussion on the game's screens.
Basically, it's a meeting of artists and artists from some of the world's top game companies, such as Mars Entertainment's Mars Children team, with seven or eight people participating in this discussion with a total of less than 50 people.
Small seminars have the benefits of small discussions, and large seminars also have the advantages of large seminars, and of course, Jester prefers small discussions, because then everyone can speak and express their opinions, which is much better than sitting with hundreds of people and only a few people talking in the end, and art is still very talented.
The theme of this discussion has been around 3D modeling, mainly the creation of 3D mannequin models and the simulation of 3D scenes.
This is one of the most cutting-edge topics in the entire gaming world.
Because the only sticks that can carry real 3D graphics are arcade machines and high-priced PCs that can be designed at a high price, and the price of the graphics card that AMD has just announced specifically for simulating 3D scenes is as high as a few hundred dollars.
Be that as it may, everyone knows that 3D scenes are the future of real gaming.
The Mars Son team of Mars Entertainment is one of the few teams that can carry out a large number of 3D modeling in the game, especially those who participated in the development team of Carmack, and have accumulated a lot of experience in 3D modeling, and the 3D effect of "Quake 2" is indeed so shocking that everyone almost bit off their tongues, before "Quake 2", no one could have imagined that the game's graphics could evolve to this level.
Therefore, in this seminar, the people of Mars are in the limelight, and the top artists of other game companies are as serious and studious as elementary school students when they speak, and there are even many people who take out their notebooks and take notes seriously.
And Jester listened with relish.
Although he can not understand much, after all, 3D modeling has never been his forte.
In fact, in terms of the appearance of the picture, or in other words, the exquisite process of the picture, the exquisite process of the 3D scene that is still in the early stage of using rough polygons to complete the modeling is far from being comparable to the 2D picture, but the 3D scene has an advantage that the 2D scene can never catch up, even if it is an extremely rough 3D scene, and the 2D scene is already extremely beautiful.
That's the kind of immersion that 3D scenes give players, even if it's full of jagged and polygonal graphics, which Jester admits.
Because in his memory,The original 32-bit era,The final PS victory,It's a perfect proof of this,Of course,Although N64's 3D table xiàn power is also very outstanding,But,N64The problem is that the cassette is still used in storage,Compared to CD,The development of cassette is too difficult,And the advantage in reading,There is no way to make up for this。
From the N64, Ren's games are more than one god, and the third party can't even develop smooth games, so you can draw conclusions.
And the real battlefield is between Sega Saturn and Sony's PS.
The Sega Saturn can be called the strongest 2D game console in history, and his ability to handle 2D graphics and watch xiàn can be called the best on the platform, but compared to PS, which focuses on 3D table xiàn power, in the middle and late stages of the console battle, the weakness of Sega consoles is obvious.
In the beginning, when the development of 3D games was not very familiar to third-party game developers, Sega Saturn was able to temporarily become the first sales volume of its time in terms of sales by virtue of its excellent 2D watch xiàn power, which is unique in the history of Sega consoles, but with the popularity of 3D games, a large number of players have accepted, and the experience of game companies in 3D game development has increased.
Therefore, the PS console made efforts in the later stage and finally won the console battle this time.
In the later PS2 era, Sony's technical strength exploded perfectly, completely surpassing the 3D graphics processing ability of the DC era, and Sega tried its best to turn the tide.
"We have Jester pleased. Mr. Lee, let's say something for everyone. Just when Jester was pondering the choice between 2D and 3D, he suddenly heard such a sentence in his ears, and Jester also came back to his senses at the same time, he looked left and right, and saw that everyone was looking at him, so he also smiled and said: "Actually, I am not a professional artist, so let me talk about technical things, I am definitely not as good as you." ”
However, Jester is clearly not talking about technical issues.
"So, I'll talk about the surface of the picture from the perspective of a designer, this range is very large, not limited to 2D or 3D, it can be regarded as a little bit of my feelings."
Although Jester said this, it is obvious that many people don't pay much attention to what Jester has to say, after all, although Jester is the best game maker in the world, but in their field of expertise, they still don't need an amateur non-art maker to teach them, and the reason why Jester was asked to say something before was just out of politeness.
Whatever Jester said, he would applaud and applaud.
But how it will actually be, it is not known from person to person.
In fact, art is also the department that Jester has the least contact with, because Jester himself knows that in terms of professionalism, he has no way to teach art classes.
"Actually, as a game designer, I want the most visual to look like this, which can be summed up in a few words." (To be continued......)