Chapter 675: Must Succeed
Jester and Mike. Mo Huaimi and Rob. Pardo talked about his idea for Diablo.
Originally, the idea of this legendary game was not Mike. Mo Huaimi came up with it, although it was his final decision, and in the end, it was Mike. Mo Wymmy made the decision, but it was also when he heard about the vulture Bill. When Rogge mentioned the idea for the game, his eyes lit up.
It is precisely because of this game that the birth of Northern Blizzard will be born.
This time is the same way, wait for Mike. Mo Wymi's eyes lit up when he heard Jester talk about the gothic dark style, which combined action games and role-playing elements to develop a game.
Many people in the company know that he is a deep-rooted RPG enthusiast.
He had complained about not being able to participate in Jester's "Exotic Requiem" before, but there was no way to do it, he had just applied to join Will at the time. One of Wright's development groups, which was Will. A game that Wright takes very seriously, and, Will. Wright also held him in high esteem, and he couldn't have given up on Will at that time. That opportunity Wright gave him.
However, he really likes RPGs.
So, when he heard that Jester asked him to develop such a different RPG game, he immediately came to the spirit.
Listening to Jester's story, the more he listened, the more he felt that this was his perfect RPG game, not the kind of turn-based combat, but real-time combat, rich class and skill systems, powerful monsters, and rich equipment and item systems, almost everything, spoke to his heart.
Although there have been some real-time RPGs before.
But. These RPG games, in terms of system than turn-based RPG games, are much simpler, far less interesting to play than turn-based, and because the real-time system is smoother than the turn-based game experience is smoother, but, because a lot of turn-based gameplay is in turn-based strategy, there are a lot of things that can be studied, especially the extended war chess RPG, such as Jester's "Fire Emblem" is one of the representatives. Therefore, many people also refer to real-time as an RPG without the slightest gameplay.
Of course, this is only a part of the people's thoughts.
Many people also have completely different ideas, they think that the turn-based system is a regression of RPG games, at the beginning of the turn-based system is because the technology is immature, there is no way to helpless, but now it is completely possible to abandon this helpless move because of backward technology, but there are still many people who miss this way of playing, and feel that this way of playing has gameplay.
It's just nonsense.
Mike. Mo Huaimi is one of those people. He thinks that to still develop turn-based RPGs is to turn back history, and besides, Jester's "Outlander Requiem" has proven that real-time RPGs can do very well, but those Japanese games are very human. Because a lot of time and experience is spent on turn-based systems, it is certainly impossible for them to give up their advantages.
It's not just the game makers of other companies, but even the Japanese game makers in the company who don't agree with this concept.
This is also the biggest contradiction between many European and American designers and Japanese designers.
Designers in Europe and the United States are also not accustomed to Japanese designers in this regard. Some designers in Europe and the United States admit that, indeed, the Japanese have not been greatly affected by Atari because of Atari. So, they have accumulated a lot of game development experience, and even before the impact of Atari, the level of game development in Japan was not inferior to them, so over the years, they have been looking at the Japanese game industry and game developers with a catch-up attitude.
However, Japanese designers have one of the biggest shortcomings, that is, they are conservative, it may not be accurate to say so, to be precise, they always think that the old is good, that is, mature, do not recognize the new technology, think that the new technology is unstable and easy to go wrong, they would rather use those mature old technologies than use new technologies.
European and American designers are the complete opposite.
They are crazy about the pursuit of technological progress, of course, the deeper reason for this is also because the Japanese designers and design teams in the old technology, the old system, the old way of playing, the technical reserves are too sufficient, they can not start from scratch, surpass the Japanese, so they start from the technology, although there is no effect yet.
Especially in terms of RPG games, Japanese RPGs are almost the only ones that dominate, and RPG games in Europe and the United States can only survive.
However, European and American designers believe that in ten or twenty years, they will be able to surpass these stubborn Japanese designers.
Jester doesn't have any prejudices against turn-based vs. real-time systems.
After all, he has developed both games.
If he had to choose one, he would probably choose real-time, because he is really not very interested in turn-based games, although there are some turn-based games that are very creative and very interesting, but he still likes the feeling of a free-spirited and unfettered game experience in real-time games.
"It's a real-time role-play."
Jester was quick to state a basic premise for the game, and Mike. Mo Wymmy and Rob. Pardo listened attentively with excitement on his face.
They all know that this is a once-in-a-lifetime opportunity for them.
After all, the example of Itagaki Companion was not so long ago, and like them, he was only a dispensable small role in the company, and although he was excellent in some projects, he was just an assistant, but after "Shadow Blade" was nominated for the first production zuò with Jester, he is now the hottest young producer in the industry.
Even the "Iron Fist" project, which is very important in the company, has been handed over to him.
If he can still develop "Iron Fist" successfully, then his position in the company will skyrocket, probably second only to the meritorious veterans who followed Jester at the beginning.
Who doesn't want such an opportunity?
As long as any young designer who has ambition and ideals in Mars Entertainment wants such an opportunity.
But the chance of being entrusted with a task like Itagaki by Jester is too slim. (To be continued......)