Chapter 603: An Unforgettable Setting

It's really annoying, very annoying.

At that time, Jester remembered that he was only in high school, and this place was stuck for a long, long time, plus there was no way to find the guide at that time, and the game was also in Japanese, so he could only communicate with friends who also played PS2 through Guò.

In addition, Jester is not a big city, and only a few people have PS2 in his school.

Therefore, he usually does not have many opportunities to communicate.

Of course, on the weekend, whenever there is a chance, Jester will still go to the video game store to ask the owner of the video game store, the level of this video game store owner is very high, after being stuck for almost a week, Jester has no choice but to ask the owner of the video game store how to live, at that time the owner of the video game store showed Jester what it should be like to live normally.

Jester was stunned at the time.

To get past the-end, you need to keep running, te will shoot after discovering you, and after he shoots, a red dot will be displayed on the minimap, this red dot is the location where te just shot, at this time, turn on infrared imaging, you will find his footprints, track his footprints, go around his back, kill him...... It's easy to say.

In fact, it's really troublesome to play, first of all, it's to be backboarded, and you have to remember that there are several locations where TE often appears.

Anyway, Jester is annoying when he thinks about it, plus () Jester was also a handicapped at the time, and after seeing the playing style of the video game store owner, Jester suddenly felt that he had a feeling of hopelessness in this life.

However, after seeing Jester's expression, the owner of the video game store at the time smiled and told him a very special way of playing, which was the most memorable way for Jester to say, and made him feel that the game "Metal Solid" was instantly sublimated.

That is, in the PS2 system, it takes about four weeks to adjust backwards. Then you enter the game and you'll find that something different happens.

Jester, who was still a little ignorant at the time, did so.

Then, after Jester re-entered the game, he found that this difficult boss who couldn't eat was actually dead.

Old and dead.

Then, Jester went to the owner of the video game store and questioned him, and after the explanation of the owner of the video game store, Jester knew why this was the case. That's why the game is called Metal Solid: Snake Eater.

Also, the most important setting of this game.

That is, the time in the game is linked to your real time.

In this game, when I played the plot of TE, in the setting, TE was dying of old age, and it was transferred back a few weeks. It was during this time that TE spent the last part of his life, and he died of old age. And the player also follows the path of this extremely difficult level, of course, extremely difficult for Jester.

After listening to the explanation of the owner of the video game store, Jester felt a deep shock. It's hard to imagine what that shock would have been like for someone who had just been exposed to top-tier games for a while.

Anyway. In Jester's memory.

At that time, he was shocked and couldn't say a word.

This setting is simply fucking amazing.

It was the only thought in his mind.

Since then, Jester has become a big fan of the "Metal Solid" series and Hideo Kojima without hesitation.

Therefore, Jester and Hideo Kojima, as if chatting normally, said such a setting, such a boss, such a way of playing, and Hideo Kojima stood up directly from the seat excitedly after hearing it.

He looked at Jester with a look of surprise.

Then, the words of reverence came out of his mouth like a cannon.

It can be seen that Jester's idea is indeed very much in line with Hideo Kojima's idea, and even Hideo Kojima can't control his feelings.

It can be seen that this shocked him greatly.

Listening to Hideo Kojima's praise, Jester was actually a little embarrassed, because this was originally Hideo Kojima's thoughts about the "Hidden Dragon Solid" series in the future, but now it has become his own sue for him.

About ten minutes after Hideo Kojima left, Jester took a cursory look at what he was going to say at the seminar, and was about to rush to the conference room.

In fact, there is a question that Jester first has to explain to the attendees, that is, about the development of the game, the development fund, this time, is at least 200 million US dollars, these funds, are all included in the research and development expenses, and there is no publicity cost.

Because whether it is in later generations or in modern times, when it comes to development funds, there are many people who like to mix development and publicity funds.

Jester remembers seeing an interview about it.

The interviewee is a level designer at Warner Montreal, and it is worth mentioning that many people may not be very clear about the role of level designers in modern games, and many people's understanding of levels is still limited to the thinking of arcades twenty years ago, in fact, it is not the same thing at all.

Don't underestimate the level designer.

Many people may have seen the demo video of "Uncharted 4" at the end of Sony's pre-show conference at the 2015 E3 exhibition.

In this video, Naughty Dog demonstrates a great car chase.

Many people may have to ask, what does this level designer have to do with it.

Actually, the relationship is very big, if you look carefully at the video, you will find that Drake is driving a four-wheel drive jeep in the city, he seems to be able to do whatever he wants, it seems that Shenhai has become a free game, like GTA, you can drive how you want, but you will also find that that is, no matter how Drake drives in the demo video.

They could see that no matter where he drove, the armored vehicle chasing him could catch up from other roads.

However, in the disguise, it is indeed a casual choice of path to travel.

In fact, this is the powerful power of the level designers to make the fake come true, this is the Naughty Dog relying on their top level designers, to design such a level, that is, the seemingly free path, you can choose at will, but this is just some clever arrangement, caused by an illusion.

The real thing behind these illusions is.

No matter what path you choose, no matter how you drive, as long as you don't drive back, then the destination you will eventually reach is the same.

That's the beauty of a level designer.

That's all for "Shenhai 4", and continuing to talk about the interview with the Warner Montreal studio, there is another point worth mentioning, in fact, Ubisoft also has a Montreal studio, the famous "Assassin's Creed", which was originally the work of this studio, but these two are not the same.

In this interview, the Warner Montreal level designer details how much it costs to develop a top-notch title.

The entire interview was conducted in the form of a question and answer.

At the beginning, the questioner went straight to the point and asked the designer a very direct question, that is, "Does it take hundreds of millions of dollars to develop a game?" ”

Then the designer immediately gave his own answer.

"If you are pure development, the vast majority of games cannot have such a high cost, pay attention, just talk about development, not include publicity."

Of course, the questioner would not have been fooled by the designer.

As soon as the designer finished answering, the questioner immediately asked the question he had been prepared for: "Why does GTA5 cost so much?" ”

Originally, everyone thought that this question would definitely be difficult for the designer to answer, but surprisingly, the designer answered very calmly: "Special case! And the reason why it is a special case is because people know that this game is a sure way to make money, so they can spend so much money. ”

Then, the designers explained in detail why GTA5 would cost so much money.

"Time + manpower, that's all."

"GTAV took a total of 5 years, and the team all added up to thousands of people, such a large scale, only Rockstar (Rockstar) can make it - it took so many people, it took so long, and the development tools are extremely stable, people are constantly adding content, so there can be countless details, these details are piled up by people x time = money."

Then, the designer explained how much a normal triple-A masterpiece should cost under normal circumstances.

"In general, the cost must be controlled below 50m, that is, 50 million. Beyond this number, it will be difficult to make a profit. So what is the concept of 50 million? It's a year and a half of a small team plus a year and a half of big team production. If the whole production lasts more than two years, it is very risky because the cost is huge. ”

As for why the cost is huge, the designer also explained.

"Here we want to discuss the profitability of the game, a game costs 60 dollars, which really goes to the developer's money, it is 20 dollars, and the rest is all exploited by retailers, distribution, logistics, etc., if it is the publisher's own studio, it may reach 25 dollars, so conservative calculation, how many sets of games with a cost of 50 million need to be sold to be tied? Answer: 2.5 million sets. Is it hard to sell this amount? ”

"It's not easy."

"It's not easy." (To be continued......) R1292