Chapter 524: The so-called crack
"Then, one thing I need to state is that Street Fighter is the most suitable game mode for our entire development team, and it is still 2D, so I am afraid that this hope of yours will not be able to satisfy you until our development team is reorganized."
Mark. Saini laughed and teased.
At this time, in fact, Jester was also watching the 3D video played before, not so much a video as an animation.
In fact,After the future Dreambox3 is finalized,It's also difficult to raise the game screen to the level of the picture just now,After all,No matter how the technology develops,How good the function is,For the same era,The game screen is impossible to be better than CG。
This is the truth, something that does not need to be discussed.
What CG-level picture is his blowing.,I know it's impossible to think about it with my ass.。
Of course, you have to say that the picture of "Order 1886" has the CG level of "The Coming of the Holy Son" more than ten years ago, then there is no way, after all, this is more than ten years ago, and it is not too surprising that the game screen reaches that Cheng dù, but you say that you want to reach the CG level of the same era.
That's just bragging.
In fact, when Jester first asked people to make this CG, he thought of "Mortal Kombat", a very classic hardcore fighting game, and in the design of the scene and script at the beginning, he was also prepared to make it extremely bloody like "Mortal Kombat".
For example, in CG, a ninja is divided into two people, one on each side of the thigh, and then at the same time, the force is used at the same time, starting from the anus to Skye, until the head is torn in half, blood is flowing sideways, and all the internal organs are leaking out.
This is a CG of "Mortal Kombat" that Jester remembers more deeply, and it shocked him quite a lot at that time.
The moment he saw it, his blood flow accelerated.
I think this is the real hardcore fighting game, what "Iron Fist", what "Street Fighter", all go to death, it's not a level at all, and it can't be discussed together.
However, after several discussions, I was afraid that such a CG would produce some bad results, and the plan for a CG film of this blood type was temporarily canceled.
Of course, it was only temporarily cancelled.
The result of Jester's discussion with the discussion group is that when this game is launched, this bloody CG that has been temporarily hidden will be made out and then launched, in fact, in essence, the launch of this bloody CG is useless for the promotion of a game.
Although he will make some people who like hardcore martial arts love it even more when they see it.
But the more consequence may be to keep more people away from the game, but this is a non-important thing in Jester's opinion, basically, people who like hardcore fighting, rarely have this kind of glass heart, and can't introduce this bloody style.
Of course, the benchmark of hardcore fighting such as "Iron Sparrow" in later generations has begun to sell meat, and there are fewer and fewer such games.
Jester himself was the last to come out, John Brown. Carmack is in front of him, this time the E3 exhibition, in fact, announced that there are not many games that can be released within the year, mainly speaking, it is still to draw a wonderful blueprint for players in the future.
Moreover, according to what Jester has learned, their console development progress is still in the lead.
As for why Jester can't wait so quickly to draw the future 32-bit strength and beauty to players who have only just entered the sixteen-bit machine for less than three years, it is also very simple, that is, the current function of the sixteen-bit machine has limited the creation of the game.
And the more Jester thought about it, the more he felt so.
In the original history of the 16-bit era, both Sega and Nintendo lacked games with heavy influence, not that there were no good games, but there was a lack of pioneering and dà-oriented game genres like the previous 8-bit era or the subsequent 3D era.
This is a very regrettable thing for game developers.
And many developers nowadays, such as the internal of Mars Entertainment, actually have very big complaints about the limitations of hardware, and they now have a lot of very good ideas, but they can't solve them because of functional problems.
Jester also felt a little regretful.
While thinking, he casually glanced at the top of the table, and it was already John. Carmack, he's talking about the future, about the next new work of "Thor's Hammer", which will be released on the next generation of consoles and PCs at the same time.
In fact, although the current console has not yet reached the level of being able to run 3D smoothly, many people have already aimed at the increasingly popular first-person shooter game, that is, FPS.
However, there is one of the biggest problems facing this type of game when it comes to mobile consoles.
That is, this kind of game, when Jester was developed at the beginning, was specially developed with reference to the operation of the keyboard and mouse, so as to develop it, that is to say, this type of game, by nature, was born for the PC.
It's not easy to bring this kind of game to consoles and give players an experience that is no worse than that of PC players.
Jester doesn't know if anyone else has come up with a solution now, but as far back as he can remember, it would take five or six years for someone to be able to port PFS to consoles and give console players the same experience as PC players.
Moreover, at that time, even Carmack's ID software had not accomplished this feat.
And the game that accomplished this feat was the number one trump card in their hands after Microsoft entered the game industry, "Halo".
But now for Jester, it's not a difficult task, it's just a very creative idea called aim assist, and as long as he can come up with it, then Carmack can do it in the game right away, and he hasn't worried about that at all.
There was another problem that was also affecting him during this time.
In fact, he is not alone.
At this E3 exhibition, after the heads of Sony and Sega came to Los Angeles, they had already met with Jester for the first time and talked about this problem, that is, about the cracking of their game consoles.
For example, countries with sound laws, such as the United States and Japan, cracking is still relatively rare, at least not like other countries in Asia or South America, the trend of cracking game consoles is so unscrupulous, in these countries, if you want to open the market, the effort required is not half a star.
Jester, like Sony and Sega, is facing these problems.
But he knows that this is not something that can be solved in a short time, and even, in the era before he travels, no matter which generation of consoles, except for the PS4 and XBO that have just been released because they are too short to be released, they have not yet been cracked by hackers, and all generations of consoles, whether they are game consoles or handhelds, have not escaped the fate of being cracked.
Moreover, even the PS4, a console that has just been released, was almost cracked because of a vulnerability, although this problem has been fixed by the Sony Guò firmware upgrade.
Jester didn't pay attention to what Carmack was saying, and instead fell into deep thought.
In his mind, cracking was always inevitable.
For example, the eight-bit machine at the beginning, the console cracking at this time started from the hardware aspect, and it was not directly aimed at the host, but the game cartridge. FC and Dreambox or the era of red and white machines in the memory of Eust, basically used game cartridges as a storage medium, and the cracking method at that time was to imitate genuine cartridges, so as to launch a collection of games and cheap pirated game cards; As they continued to grow, pirates also adopted large-scale integration to further reduce costs.
Jester has had the experience of playing Little Overlord, so he still knows a little about this.
And in the current sixteen-bit era,The way of cracking has changed,After all, for game companies,They're not dry,They will naturally develop new anti-cracking methods for the first crack,Plus now the sixteen-bit machine has a short sales time,So there is no particularly convenient direct cracking method。
Of course, your game cartridge is the prey, and the pirates are the hunters, no matter how cunning your prey is, it is impossible to be cunning over the hunters, after careful research, although the way is a little troublesome, but still the sixteen-bit machine to re-crack.
Generally speaking, the current cracking method is a method called disk drive cracking method.
It is not only a floppy disk to copy the number of games to the diskette, but the diskette drive has built-in storage space, and it can also run games after connecting to the console. It's just that although floppy disks are cheap, the disk drives at that time were very expensive, even more expensive than the main engine, and this method is not common.
But this is only for now, and as time goes by, not even two years, or even just one year, the price of the disk drive will take a big plunge.
At that time, it was the cracking machine that was rampant.
Moreover, this is based on the premise that pirates have no way to crack the guò cassette directly.
If the pirates crack the compilation language and encryption methods on the cartridge, then they can crack the sixteen-bit computer with the same impunity as they would crack an eight-bit computer.
This is the cracking situation of the two generations of home consoles so far, although Jester has no conclusion about this meeting with Sony and Sega, it does not mean that he is not worried, and as time goes by, it will inevitably become more and more rampant. R1152