Chapter 849: Dreambox4 will change the future of gaming

Truth be told, somatosensory isn't essentially a new idea in a home console.

I've had this idea since the time of the two-man competition between Nintendo and Mars Entertainment more than ten years ago, but it wasn't so successful at the time.

Is the time now?

Many people speculate like this, even Sony and Sega people are like this, for Mars Entertainment and Jester's action, it is impossible for them not to pay attention to it, approaching, since the beginning of the glory of video games, as the direct creator of this era, Jester has never failed.

However, it is not realistic to let Sony and Sega suddenly transform and develop their own body senses.

For this new technology, it takes a lot of time and energy, and if they are transformed now, it will be much more difficult than Jester re-planning Dreambox3 for "Hero", in fact, Dreambox3 was only a functional improvement, and there was no change in the architecture.

But now let them redevelop a new game console that can be compatible with somatosensory, which is almost equivalent to letting them redesign and re-architecture, not to mention how long it will take to develop this somatosensory device, that is, to re-architect, it is too late in time, and exiting the competition for the next console era is not the path that these two hardware manufacturers can choose.

And, most importantly, whether the experience can make players feel like something that excites them, or is it not necessarily something.

It's not that something brilliant, a great idea or an idea is actually a product that players will love it.

It's a process.

Innovation is indeed the fastest way to expand the market, but there are also risks, which can allow you to quickly occupy the market at the same time, it also represents. If your innovation can't be recognized by players, it will be you who will lose the market at the same speed.

This time, the scale of a consultation meeting held by Mars Entertainment for the next generation of consoles is not large, and only a small number of media and a small number of players are invited, of course, although it is a small number of media, but these media are also the most influential in the game industry, including traditional paper magazine game media, as well as emerging online game media.

Moreover, Jester's "GAME", the most influential magazine in the entire game industry, has gradually begun to shift its focus to website media in recent years. The magazine has begun to scale down.

However, "Video Game Monthly", which has only been on the rise for a few years, has developed rapidly in recent years, and has basically gradually equaled "GAME" in terms of magazine sales.

Of course, this is also because "GAME" has changed from a semi-monthly magazine to a monthly magazine now.

This consultation was hosted by Jester and Shigeru Miyamoto, two co-producers of "Super Balotelli Galaxy", Jester mainly talked about the situation of the new console, after all, adding somatosensory equipment to the new console was Jester's decision at the beginning, and Miyamoto Shigeru was responsible for answering some questions about the game.

"Actually, the reason why I insist on adding somatosensory devices to game consoles is not just a gimmick that many people have said before. It's like a light gun in the NES, which looks great, but actually, it's boring to play with - we added light guns to our Dreambox back then. The final player feedback was not so successful. ”

"I thought to myself, why did I fail?"

"Why is it so successful to have a motion sensing device on an arcade? Home consoles, at the time, were actually an expansion of the arcade, and many players even played Super Balotelli at home for the first time. When it's like Avengers, the thought in their minds is that I'm finally going to be able to play arcade at home, and that's great! ”

"So. Although our attempts at that time, Nintendo's attempts, including Sega's various attempts on this kind of home somatosensory equipment, did not achieve very good results, but I still did not feel discouraged about the results that this system can achieve on home consoles, because this is the most perfect way to interact with the game, there is no one, temporary failure, I think, this is just this technology is not mature enough, he can't do the standard of us game designers for this type of game should do big things. ”

"Yes, I envisioned what a successful home somatosensory game could do more than a decade ago."

"First of all, we have the idea of a game, and then we start to develop a somatosensory device that can make such a game, and then it becomes what we want to do?"

"A lot of people might also ask, why are we doing this?"

"The reason is actually very simple, as a person who has developed many games in the video game industry, supervised many games, and participated in the development of more games, I deeply understand one thing, players are willing to buy a console not because of how good the performance of the console is, but because the games on this console are what they want to play."

"Games are the foundation of the gaming industry, and consoles are just a tool, and better and better consoles are just allowing developers to add a lot of their own ideas that couldn't be achieved before."

"Before, when our new console was being formally determined how to develop it, my colleagues who had been quietly developing somatosensory equipment in our company for ten years told me that our current technology was completely capable of the somatosensory game I envisioned......"

As Jester said this, someone raised his hand to ask.

Jester smiled and called the other man's name.

They are all familiar reporters, and the reporter also asked with a smile: "Is this the work of the "Super Balotelli" series?" ”

"It's not."

Surprisingly, Jester denied the claim.

"The appearance of Super Balotelli Galaxy can only be said to be an accident, this is not the somatosensory game I envisioned at the beginning, but as so many years have passed, my understanding of somatosensory games has become more in-depth, so I have such an idea - and I also have one more point to explain is that somatosensory game consoles naturally have somatosensory games that match game consoles. And our sales strategy for the next generation of consoles is that each somatosensory console will be paired with a somatosensory game and give it to players for free. ”

"And this free somatosensory game is what I originally envisioned, and it is also what I think a successful somatosensory game should look like."

When Jester said this, the reporters and players at the scene were amazed.

"Can you tell us what kind of game it is?"

Naturally, there will be people who ask such questions.

Jester didn't hide it either: "Actually, there's nothing to hide, I can talk about it now." This game is actually very complete, after all, so many years of somatosensory game development, is based on the premise of being able to run the game I envisioned at the time, in fact, why do I insist that somatosensory games will have a market after all. ”

"The reason is actually very simple, and that is that I think this kind of play, which requires physical cooperation, is a kind of human instinct of play, just like sports. What was the first game of mankind? It's movement. ”

"So, I was thinking that a good motion game must have the charm to make the player move involuntarily, so there is nothing more suitable for making use of motion than making a sports game directly. So, it's a sports game, a very special sports game, and you'll see a demo of this game in a moment. And I can say for sure that at next year's E3, you'll be able to experience the game for yourself. This whole new way of playing. ”

After Jester's answer came to an end, it was Shigeru Miyamoto who talked to everyone present about Super Balotelli Galaxy.

Of course, this game is still in development, and many things are uncertain, so there are still relatively few things that can be shared with players and the media, and even because the game is being developed, some things are impossible to disclose at this time, of course, even so, Miyamoto Shigeru still has a lot of content to share with everyone.

For example, why did he decide to join Jester's development team and work on the game "Super Balotelli Galaxy" together?

"I think a lot of people don't know that I've been a big fan of Super Balotelli since it came out!"

At the beginning, Shigeru Miyamoto first revealed a relatively private news about himself, saying that he himself was a fan of "Super Balotelli", which surprised many people.

"Yes, I was still at Nintendo, but I actually have a relatively childish personality, and "Super Balotelli", a game made entirely for children, is simply done in my heart, and I also imagined making a game purely for innocence and fun, but I didn't have a chance, and "Super Balotelli" is such a game."

"That's why I had the idea of making a Super Balotelli myself, and then I knew the boss's idea, and then I talked to the boss in detail, and I personally experienced this somatosensory sports game in the mouth of the boss who had completed most of the time, and then I was completely attracted by the new way of playing the somatosensory - yes, somatosensory is indeed not a new concept, but the somatosensory on Dreambox4 must be such a thing, you have never seen it, Something that has not been experienced. ”

"It was amazing, and I had a lot of ideas, and there were countless voices inside my body telling me that I wanted to be a part of the development of this game."

"So, I made that decision that you thought was surprising at the time, and trust me, when you get your hands on our new sensibilities, you'll understand why I made that decision."

"Because, such an experience is really irresistible."

Finally, the demo is the simple and straightforward name of Dreambox-Sports, and the demo game is tennis.

It's also the perfect demo game.

Of course, this is also the first time that the somatosensory capture camera and the special remote control controller have been shown in front of the players, and even the players still feel amazing when they see this long remote control and a wristband worn on Jester's wrist, and they don't understand why this weird-shaped handle needs to add a wristband.

Jester naturally knows a lot of people's questions.

"Actually, at the beginning, this controller was not equipped with a wristband, but when we tested it internally, because the game was so good and players were too engaged when playing, this controller would often fly out of its hands and smash it on the TV, and sometimes the TV screen could even be smashed."

"At that time, we were plagued by this situation, so we tried to solve it, because it really affected the experience, we envisioned a lot of controller shapes, but in the end we found that this shape of the controller for somatosensory game control, especially in some games on the irreplaceable, the most popular, we still thought of this kind of stupid way."

"Since this thing flies out of our hands easily, we can just tie it to our hands - and that's where this wristband comes in."

This was also a slight joke before the game's official demo.

But it's true.

"If you want to perfectly present the charm of a somatosensory game, you must be in a 3D built world, this is a game where all modeling is in 3D......" With Jester's explanation, his demonstration officially began, and the crowd of people who were still a little noisy suddenly fell silent, and then looked at a TV connected to a sealed box in the center of the venue without blinking.

Then, as if they had seen a world they had never been exposed to, their faces were shocked and incredulous.

"Dreambox4 will change the future of gaming!"

The next day, as a game website that has just emerged but already has a very wide influence, IGN's homepage was occupied by such a title, and the content was the impression of IGN's editors after returning from the headquarters of Mars Entertainment and attending the consultation meeting of the next-generation console. (To be continued.) )