Chapter 108: The Saloman

In Jester's mind, whether it is the old top four or the others, these are some memories that are very precious to him, and they all belong to the period when his understanding of video games is still ignorant, and it is simple to judge through the direct feeling of whether it is fun or not.

It's inherently true to judge a game in a way that's too subjective to judge whether it's fun or not, but sometimes, as I said before, it's not okay for a game designer to make a simple judgment. For example, DQ mentioned earlier, is this game good? There is no doubt about it, can a bad game create an era of RPGs, become national RPGs, and even be banned from being sold on weekends by Japanese regulations to avoid causing riots?

But it's such a work that has been praised in Japan, but it has been treated coldly countless times in Europe and the United States, and because of the mediocrity of this work's sales in Europe and the United States, you can add a bad label to this work?

Apparently impossible.

When designing a game, a designer needs to consider the target group of people, consider what type of game these people will accept, what kind of game experience these people want, and what content these people want to see in the game, for example, Europeans and Americans like to have more cars, guns, and balls, while Japanese people like more elaborate Japanese RPGs.

Although Jester has always called the car gun ball the three major tumors, but in his heart, this is just a kind of ridicule that has become a habit, he does not think that the plot to the game is more advanced than the brainless violence is for a cool word car gun ball, these games, whether it is only for the cool car gun ball or the plot-oriented Japanese RPG, in Jester's mind, are just to bring happiness to players who play this game.

It's just that the audience is different.

Just like Nintendo's old man Yamauchi's words, games are simply to give people happiness.

That's why Jester asked the people in the Japanese branch to take the initiative to recruit Hironobu Sakaguchi, a young man who has not yet revealed any extraordinary potential in making Zuò games, because Jester knows that he has the potential to become a super-first-class game designer, but like in history, he still needs to experience at this time, and in the original history, he also failed for three years before he understood how to make a great game.

And in his own place, I believe that under his own guidance and under the tempering of one game after another, he will mature in a shorter time. As for why Jester did this, in addition to his own love for the FF series, it was also to open up the Japanese market.

Because only Japanese people can make a Japanese RPG that Japanese people like, neither they nor their own designers, who are mostly European and American designers, have the ability to make a Japanese RPG game.

Now Nintendo has won in the Japanese market, has dominated half of the Japanese home game consoles, and what he is going to do is a challenger, although he can make a superhorse-like side-scrolling game, but Nintendo's game development lineup is too strong, not to mention those game developers who go to climb Nintendo's thighs, just the six major game companies, they have almost all game types of research and development team.

At this point, even if he has the ability to reach the sky, it is undoubtedly impossible to compare with it, so for Jester, he can only recruit game developers who have not yet joined the Nintendo lineup, such as Glorious, which is still very small now, but has great potential in the future, Jester has asked people to recruit a lot, but unfortunately, except for Glorious, there is no response to others.

Koei also agreed to port their "Nobunaga's Ambition" to the console that he will release later in the future.

This is also the first third-party game company to officially release games for its home console, and it is the only one so far.

Before officially releasing his own console and proving that he would definitely be able to succeed on the home console, Jester didn't expect those game developers to take the initiative to climb up, because it was a matter of course, and he was still very open to these, just like when Sony released the PS console, Ken Kutaragi personally begged a company to make a game for the PS console, but was flatly refused.

Angry when you are rejected? Jester doesn't see it that way, after all, your verbal commitment doesn't bring long-term benefits to the development of these games.

Although the greater the risk, the greater the gain, but the game company is not a gambler, they are capitalists, and it is impossible for them to give up the benefits they can get before they see that they can get greater benefits by participating.

Although Jester himself is also training his own game design team, there are only five or six completely independent R&D teams in Mars Entertainment, but these are still not enough, and these teams have mixed styles and have not yet formed their own unique design style, in this case, it is not suitable to separate them and set up independent studios.

That said, these people don't have the ability to design a good game on their own.

Jester has separated the game distribution rights of Mars Entertainment before, so the current Mars Entertainment is actually just a game development company, the difference is that this game development company is a little bigger, and in Jester's eyes, a game development company that does not need to publish its own games does not need to be too big.

In his vision, the main body of Mars Entertainment only retains three, and at most four design teams led by themselves alone to complete the games they want to make, while the others are independent, similar to Blizzard and Northern Blizzard, Mars Entertainment is the parent company, and these independent studios are subsidiaries, of course, the heads of these subsidiaries are also game producers.

These subsidiaries or independent game studios are responsible for everything except the parent company, which is responsible for everything else, and the parent company will not participate in the specific affairs of these independent game studios, such as what kind of personnel to recruit, what type of games to develop, and what content the game should have.

But of course, on the other hand, the quality of the game also needs to be responsible for itself, if the game is produced and does not meet the requirements of the parent company, then the parent company will definitely not sell it and smash the signboard, and the loss of research and development can only be borne by these game studios.

Jester knows that game designers who are truly successful are very proud and independent, they treat their games as their own children, and under no circumstances are they allowed to interfere with other unrelated people - maybe it's not accurate to call them children, maybe it's better to call their wives, no one likes to see their wives get touched by other people, it's an unforgivable violation.

And in Jester's memory, there were countless talented makers who fell apart from their parent company for one reason or another.

He didn't want that to happen in his own studio.

After all, thousands of troops are easy to obtain, but one will be hard to find.

This is actually a reference to the Sony Global Studio Plan of the later generations, the studio is controlled by the parent company, but the share is distributed proportionally between the parent company and the studio, which also makes those outstanding designers not resentful because they can't get the income of their works, so as to give birth to the idea of separating from the company, and there are countless outstanding designers who leave angrily because of the conflict with the parent company because of the revenue sharing of the game.

For example, the two of COD.

He didn't want this to happen to his company in the future, the market for video games was so big that it was impossible for one person to be full.

However, if you want to set up your own studio on your own, you have to prove your ability, and how can a game designer prove your ability? There is no doubt that it is to make a blockbuster game, and this can also be used as an incentive for your own company in the future, and only the best teams will be able to get funding from the parent company to set up their own studio.

After that, it is necessary to negotiate the distribution of benefits with the parent company.

Jester had talked to Mark Saini about this before, and Mark Saini agreed, saying that he didn't think as much as Jester, and he just said a very simple truth from the point of view of a game developer: "No game designer wants to see the game they design sell well, and they can't profit from it." ”

Jester also thinks that Mark Saini is right in this matter, there is no relationship in this world that is more solid than the binding of interests, only when others can get the benefits that are in line with their efforts when they are attached to you, can people continue to rely on you, and any other way to tie up the relationship is in vain.

Don't try to eat white food alone, while others will give you a day job, no one is a fool.

He pulled out a large stack of papers, sorted out the plans he had already written, and put them in a folder, and then Jester began his design for "The Saloman".

This is also his main task today.

In fact, for a game where side-scrolling and vertical scrolling alternately and there are a large number of random elements, it is unrealistic to design the level directly, and it is necessary to discuss with the artist and programmer when designing, so Jester is just setting the framework of this game, in fact, he referred to some of the content of "Saloman's Snake" when designing "Dawn".

For the weapon system in "Salloman Snake", upgrade system, monster setting, Jester didn't waste time thinking about it himself, not that he didn't want to, but his time was not enough, and it was not a matter of patting his head to re-carry out these large and highly unified style settings, it would take a lot of time, simply, in order to save time, he directly copied the original setting of K Society.

Moreover, Jester really likes the heavy taste that K Society embodies in the setting of "Salloman Snake".

When he played "Saroman Snake" for the first time, the image of the creature brain of the boss at the end of the first level left a deep impression on him, and at the same time he felt disgusted, he even had a strange hunting heart, that kind of gorgeous and weird with a little grand scene design, and Jester's inspiration was also very great, so he had to admire those first-class designers in Japan at this time.

In this day and age, Japanese game designers are indeed much better than those in the United States.

Therefore, in terms of style and content setting, Jester does not plan to change.

The setting of "Salamander" is actually very high, the English of Salamander is Salamander, this slightly obscure word means that the spirit of the fire element is represented by ancient European alchemy, and the specific image is a lizard-like or lizard-like snake, with colorful spots on its body, emitting flames, and being produced in a hot volcanic crater.

Such a setting can also give players who come into contact with him a sense of mystery from the beginning, you know, the greatest original sin of human beings is curiosity about mysterious things.

PS: soO was defeated by Taeja today, which is a pity, after all, he is a man with an invincible aura before the final, and he was looking forward to his road to the six kings......