Chapter 772: A Flawless Game

The thought of Shigeru Miyamoto's "Zelda: Ocarina of Time" Jester's heart was hot.

He had previously discussed the game with Shigeru Miyamoto.

When discussing, the prototype in his mind must have been based on the original historical "Zelda Ocarina of Time" that he was familiar with.

However, the development of this world is now very different from the original world he is familiar with, especially in video games, in the original history, "Zelda Ocarina of Time", which can create history, in this world, especially compared with "Hero" that Jester spent five years developing, even the original "Zelda Ocarina of Time" does not dare to say that it is a sure win.

Because this game is so great, so great.

However, the great thing about Miyamoto Shigeru is that he doesn't need Jester at all, he needs countless games in his mind to refer to it, and there will always be countless whimsical ideas in his mind, especially when developing games, and even sometimes Jester feels unbearable, which also makes Jester admire Miyamoto Shigeru.

The plot of "Zelda's Ocarina of Time" is still similar to the one that Jester knows, and it is the fifth installment of the "Zelda" series, but the time set is before the timeline of the first four parts of "Zelda", and the plot is still a seemingly cliché story in which the player controls Link, the consistent protagonist of the "Zelda" series, saves the world in a world called Hyrule and defeats the Great Demon King.

But when it comes to actually playing, it's not like that at all.

Especially in terms of the way 3D games are operated. It is also the precedent of all 3D games in later generations.

In addition to the famous visually locked premise - yes, in later generations of 3D games, people took it for granted. You can visually lock on to an enemy or a target, which was first started in "Zelda's Ocarina of Time", and some people may think, isn't this a matter of course, and a certain game is needed to start?

It is true that Zelda Ocarina of Time is not the first 3D game, there are many 3D games before him. However, it was he who started the system that first incorporated the setting of target locking into the game and almost became the 3D game design principle in later generations.

And. Zelda's Ocarina of Time doesn't stop at 3D games.

In addition to the setting of the target lock, there is also a 360-degree spatial visual rotation, of course, this is the first start of Mario 6~4. But Zelda's Ocarina of Time actually. It uses the same engine as Mario 6~4, this engine is very good, but when developing Mario 6~4, the functions of this engine are enough, but when it came to the development of "Zelda's Ocarina of Time", which is much more complex than Mario 6~4, Shigeru Miyamoto and his development team found that the original engine was no longer enough.

So, they used the engine of Mario 6~4 as the base. A very big change has been made to make this engine even better.

It is for this reason. Although the information released to the public shows that "Zelda Ocarina of Time" and "Mario 6~4" are developed by the same engine, in fact, they are not the same thing at all, and even Shigeru Miyamoto has explained this situation in several interviews, because when Zelda Ocarina was developing, the engine of Mario 4 was very large.

Therefore, when it comes to development, it is generally treated as a new engine.

In fact, this is also the practice of many later game companies, and the development team of "Zelda" and Shigeru Miyamoto have given many game companies this kind of inspiration.

After all, it costs a lot of money and time to develop a new 3D engine, but it is relatively much simpler to make a magic change from an old engine to make it more performant, and the most famous engine magic change, in later generations, may be the engine of "Fallout 3" of B Society, after a magic change to the original engine, B Society used this magic engine to develop "Fallout 4".

Another point is that not all game companies will develop a complete engine to develop games, such as the famous Blizzard, a large part of their games, using the bottom layer.

In addition to the demonstration of the magic modification of the engine.

Shigeru Miyamoto also has a setting in "Zelda Ocarina of Time" that also pioneered 3D games, that is, the scene-aware user interface.

This is a setting that simplifies the operator's operation.

It sounds very lofty, but it's actually very ordinary, basically the setting and target lock of the 3D game in later generations have become the standard, specifically, the key effect in the game will automatically change with different situations, for example, press the action button when holding the sword, Link will swing the sword; But if Link presses the action button while holding the bomb, it will turn into throwing the bomb. Another example is when Link stands in front of a box and instead of pressing the arrow keys and the action button, Link will push the box; If you press the up arrow key and the action button at the same time, Link will climb up the box. The screen shows the effect of the current key, which changes depending on the action of the main character.

And the so-called visual locking is set in "Zelda: Ocarina of Time" like this.

The game also features an aiming system called "Z-Aim". When aiming with Z, Link's focus will lock on an enemy or other object, and the game screen will follow the target, while Link will always face the target, and will turn into auto-aim if he swings a sword at the target or uses a throwing weapon (such as a bomb, slingshot, etc.).

There are also many great settings in this game, not only that, but his music and his puzzle system are flawless, including one of the best and most balanced game systems ever designed, achieving the perfect harmony of combat and puzzle solving. Both require you to really use your wits to advance the game - something that is rare in many modern games.

Later generations' evaluation of this game is even more incredible.

For example, he is the first perfect score game in the history of FAMITSU. At that time, FAMI Pass was not the FAMI Pass after "Ren Tengu", and their rating was quite strict, so I had to get a full score from them. It was considered impossible, but it was from "Zelda Ocarina of Time" that the FAMI Pass full score game was opened.

ONE REVIEWER OF GAMESPOT, WHO LATER BECAME ALONGSIDE IGN, CALLED "THE LEGEND OF ZELDA: OCARINA OF TIME" "A GAME THAT CAN'T BUT BE CALLED 'FLAWLESS.'"

IGN directly called this game "a new benchmark for interactive entertainment", which can "shape the model of action role-playing games in the future", and as for the title of the best game and the most influential game by other game sites and media, it is even more unknown. For example, ElectronicGamingMonthly.

Well, it was once the king of the game journal industry. Video Game Monthly.

Ocarina of Time was groundbreaking, and it was incredible that a game like that came out in that era. Since then, the Zelda series has been divided into two routes: 2D and 3D. Its achievements are so high that as long as you talk about the history of ARPG, you can't avoid the flute of time.

Of course. The later Zelda series is also a masterpiece. For example, the sword in the sky from the WIIW era, this is a masterpiece, in which the sword and shield are restored with the somatosensory of Wii, which is very emotional. The plot is the origin of Zelda's world view, and Jester has a friend who has such an exclamation after playing "Zelda: Sword of the Sky" on WII.

If Nintendo comes out with another work like Zelda: Sword of the Sky, then he will not hesitate to buy a Nintendo console.

However, Jester hated Nintendo's style. In his previous life, he liked Nintendo's games. But disgusted with the decay of their style, I don't know what it means to keep pace with the times, for example, in the Seven Chinese dialect.

As a result, there is no Chinese language.

Even Sony is doing its best to open up the domestic game market, taking the initiative to add Chinese to their PS4 games for free.

Not to mention Ubisoft, they even have a dedicated Ubisoft domestic studio, and 80% or even 90% of the games will come with their own Chinese, moreover, Chinese Simplified.

Activision, in a year or five years later, also in order to open up the domestic market, added an official Chinese version for COD for the first time, not to mention Blizzard, whose translation quality is the best in the game industry.

All of this is illustrated.

The domestic market is vast, and the domestic market represents the future.

On the other hand, Nintendo, not enterprising, decadent and degenerate, although because of the unfortunate death of Nintendo's legendary president Satoshi Iwata, Jester also felt sorry for Nintendo, but with the rise of conservatives, Jester felt that Nintendo had almost no way out in the future.

Especially what mobile game strategy.

You must know that when Satoshi Iwata was alive, he said in a resolute tone that Nintendo would never enter the mobile game industry.

Is it because of Satoshi Iwata's cleverness that he can't see the changes in the market, and can't he see that mobile games are gradually encroaching on the handheld game market? And the share of cannibalization is so shocking!

He is not a conservative president, after taking over Nintendo after Pu Yamauchi, he has been committed to reform, whether it is the dual screen of NDS, or the somatosensory of WII, it is regarded as a great achievement of epoch-making significance in the history of game hardware, not to mention, the amiibo toys that directly helped Nintendo turn a profit, which are all masterpieces of Satoshi Iwata when he was in office.

But the reason why he still insists that Nintendo will never enter the field of mobile games is that the reason why Nintendo can still have a significant position in the gaming industry is because they have their own closed system, in which they can be self-sufficient and do not need to look at anyone's face to speak - in other words, Nintendo's survival mode in the gaming industry is similar to Apple's.

Once they themselves broke through this closed barrier of their own.

Then their voice will also fall very quickly, and from then on, no one will treat them as a host again.

After Jester hung up the phone with Shigeru Miyamoto, he continued to contact a few people, Capcom's "Resident Evil" is no problem, and even the game can be put on sale now, but there is no console, Yamauchi Kazunori's car game is not good, at least not when Dreambox3 is on the market in December, according to Yamauchi Kazunori, it will be until the end of January next year at the earliest.

Jester also said that it was acceptable.

After all, even if it is the first game, it is not worth putting a large ~ wave of games on the shelves at the same time on the day of the console's launch, which affects sales too much, and players rarely have so much money to buy so many games.

So, generally speaking, six games, all genres, are the most suitable, but because this time their console was released a year late, six games are still a little less, Jester is ready to release ten games with the console at the same time, and then the rest of the games, according to the rate of 2 per week or every two weeks, so that it is also convenient for players to choose.

After contacting a few of them, they all said that they had no problems and that they could complete it on time, and the Jester team then dialed Hideo Kojima's phone.

Kojima's studio is located in Los Angeles, and his studio is one of the few in Japan that is very international, and it is clear from the fact that he chose to place his studio in Japan, which is very different from other Japanese people.

It is true that Japanese designers such as Hironobu Sakaguchi, Hironobu Banen, Yuji Naka, etc., are talented, but it is also true that they are conservative, and they don't like the way Americans work, so they all chose to go back to Japan to open their own studios to develop games.

Hideo Kojima, on the other hand, seems to be particularly fond of the atmosphere.

At that time, he was also different from traditional Americans, especially in games, Kojima was quite authoritarian, but relatively speaking, at least compared to other Japanese designers, he was relatively free, at least allowing others to put forward their own opinions, as for whether to adopt or not, it depends on Kojima's own understanding, so, Kojima called his game a work.

There is also a truth for this.

The operator was a girl who didn't speak English fluently.

Moreover, the Japanese accent is very strong, and Jester knew that he had just arrived in the United States from Japan.

Jester asked if Kojima was there, the girl was afraid that Jester wouldn't understand, so she slowed down her speech and said about Kojima's current whereabouts, it turned out that Kojima was studying USC's directing course, to be precise, it was a film and television production course, and the reason for this was that in game development, Kojima couldn't always find the kind of camera he wanted that the game should give players.

So he wanted to go to a book and take a charge.

Jester could only express his helplessness when he found out, and told the girl who answered the phone that when Kojima came back, let Kojima come to the headquarters of Mars Entertainment to find him. (To be continued......)