Chapter 388: Rock 'n' Roll Racing

Yes, Jester naturally knows what to ask of a man who will create a legendary business in the future.

Although he may be just a player now, and can only observe the game from the perspective of an ordinary player, not from the level of a human being, this kind of vision is sometimes valuable.

Jester's most common sentence is that I hope designers can consider more from the player's perspective when designing games, because the games you develop are for players to play, not for you to play, so this is also a fixed reason why Mars Entertainment can't recruit outsiders.

First of all, you have to be an avid gamer.

"Do you like video games?"

Jester looked at Mike with a restrained look on his face. Mo Huaimi asked with a gentle smile.

"Hello...... Like. ”

And Mike. Mo Huaimi also replied without hesitation, although there was still some stuttering and nervousness from the tone of the answer, but judging from the expression on his face that gradually soothed, it was still obvious that his state of mind at this time was much better than when he first entered this room.

"Oh."

Hear Mike. After Mo Huaimi's answer, Jester only sighed, as if his answer had been expected for a long time, and he still asked: "Tell me about your favorite game, no matter which one, it doesn't matter if it's not our game." ”

As he spoke, Jester smiled, "At least a third of the people in our company don't have our favorite games. ”

Each interviewee does not have a lot of time, not only because there are too many people coming to the interview, but more importantly, because Jester's own time is also very precious, and he can spare not much time, so it is impossible for him to interview all the people.

Just from the resumes of the previous application. Pick out a part of the first impression that is good, the most potential, interview in person, if you feel satisfied, special ask the personnel department, and then the rest will naturally have a special person to conduct the interview.

So, at the beginning, like a chat between friends, I asked a few simple questions casually. Mo Huaimi entered the state, after being no longer so reserved. Jester finally began his real questioning.

Mars Entertainment's attitude towards interns is not to recruit a few handymen, in fact, if they are recruiting handymen, then they can't make such a big battle, and even the bosses of the top 50 companies on the Forbes rich list have to interview a handyman in person.

For every intern, Mars Entertainment attaches great importance to them, not their ability, these people, even if they are from prestigious schools. But when it comes to practical ability, unless they can be like John. Carmack is so gifted, otherwise, they themselves are called beyond the ordinary. In the eyes of these experienced developers of Mars Entertainment, who don't know how many development projects have earned enough experience, they are not worth mentioning.

What they value more is the potential of these people.

Other words. These people, whether they are suitable or not, whether they can or not. Become a one-of-a-kind game developer.

"If you're a producer at Mars Entertainment now, and I asked you to design a console game on the platform of the just-released ddreambox 2, how would you design it?"

Jester's voice took a turn for the worse, and the difficulty of the question was reversed in an instant, the previous question was as simple as a kindergarten kid could easily answer, but now the question was difficult enough for someone like him who was at the top of the top school like UCLA to answer.

To say that he, as a game lover, really hasn't designed the game he wants to make in private? Or when playing a certain game, you feel that this design is not good, and if you change it to yourself, then you will change to how to design.

Ninety-nine percent of gamers have had this kind of thinking, and that's why Jester asks like this.

From the time when a person is the least experienced in designing a game, there is no marketization to cater to players, it is purely from a player's point of view to think about how to design a game, this game does not need to think about how many sets it can sell, whether other people will like it, just from the concept of me or myself to describe a game that I or I like.

This can also be seen in the maximum number of years, to see whether the person being asked has any talent in designing games.

Jester has said more than once before that the design of the game is a very subjective process, even similar to writing and painting, and sometimes, or almost all of the time, the idea of making a person can create or destroy it, which cannot be ignored.

Talent is really important in this industry.

Faced with Jester's extremely tricky question, Mike. Mo Huaimi was silent for a long time, for more than three minutes, he seemed to be thinking, and he didn't seem to know how to answer, Jester couldn't draw a definite conclusion from his face.

Finally, Mike. Mo Huaimi finally spoke after three minutes of silence.

"I've thought about two games by myself before, but the ideas are very messy, and they don't form a system and rules, so I don't know where to start."

Mike. Mo Huaimi's voice was not loud, and judging from the tone, he was still a little lacking in confidence.

Jester still had a kind expression on his face, and he still smiled and said, "It doesn't matter, I just want to know what you think of a game, and until you really understand the development and design process of a game, it's crucial for me to judge whether you're a good fit for Mars Entertainment or not." ”

"Okay then."

After hearing Jester's words, Mike. Mo Huaimi had no choice but to agree, and then took a loud breath, as if organizing his own language, and then said.

"One of the earliest ideas I had was when I was playing a racing game for Nintendo's FC, and at that time I liked to listen to rock music and watch some movies about Earthlings vs. Aliens, and I thought about it, if I could design a game like this, for example, the two sides of the game are divided into two camps, one is human and the other is alien......"

Listen to Mike. Mo Huaimi said more and more proficiently, Jester also couldn't stop nodding, in fact, he had heard of this game, when Mike. After Mo Huaimi founded Silicon & Neural Bonds, the first independently developed console platform game was this one, which they named "Rock and Roll Racing" at the time, and Nintendo was no longer so strict with third-party developers in order to compete with the increasingly powerful Sega and the eyeing Sony.

As long as Nintendo will allow them to give Sega's MD and their Super Nintendo to develop the game at the same time.

As Silicon & Nerve Bond, which later became Blizzard Entertainment's first game for home consoles, this game called "Rock and Roll Racing" embodies the talent and temperament of a promising studio from the inside out, and they are so ignorant that many of their games in the future can see a strong shadow of "Rock Racing".

For example, they created hundreds of different tracks, five different cars, two opposing races, and dozens of weapons of all kinds in this game, and the reason why they were able to fill so many things into the cartridge that was not very large at the time was because they designed sixteen different tracks and six planets with different environments and scenery for this game.

Note that the track is different from the track, the track is made up of different tracks, and it is these sixteen different tracks and the six planets that make a racing game with hundreds of tracks a reality - does it sound familiar?

That's right, this was the prototype of what would become Diablo's completely random map.

Some people always wonder why Diablo has a completely different map every time they enter the map, and why are there so many different maps stored in the game?

In fact, this is not the case, in the game, there are many different small compositions that make up a whole map, that is, every time you enter the game, these small compositions or map elements are randomly selected in different quantities, and then randomly connected and combined.

This makes it possible to create a completely different map.

The game also reflects Blizzard's ability to borrow from successful games, as if they added dozens of weapons to it, which may have been inspired by Nintendo's Super Mario Kart.

Of course, the most exciting thing is to say that this is a pseudo-3D racing game, in this game, it is possible to complete some driving skills that will only be available in real 3D racing games in later generations, such as the famous one, even if you don't know much about racing, you will basically hear of a skill, drifting.

But now Mike. Mo Huaimi is obviously not mature enough in terms of game design, and the racing game he is talking to Jester about now is also related to rock 'n' roll, and it is not as entertaining as the historical version of "Rock 'n' Roll Racing". Mo Huaimi hadn't been in contact with it yet, so he didn't mention it.

For example, it's about adding weapon systems to a race car to transform a racing game into a more entertaining party game. (To be continued......) R1292