Chapter 586: Light Players Are the Future

Itagaki nodded.

Jester continued.

"And then there's the seventh point, value, good games give back to players in various ways, and I'm talking about investment, of course, not money, but time and effort, and the rewards can be tangible, but more intangible, but they all make players feel that they have gained something in the game. They feel that playing the game is worth it, which is of course more difficult to do, and even with the current games, there may not be many that can do this, but this must be the direction that the game needs to work on in the future, and it can still be summed up in one sentence, that is: this game has given me a lot. ”

In fact, video games were originally intended as toys for children.

Their only value is to make children happy, but with the advancement of technology and the development of the times, it is no longer appropriate to store video games as children's toys.

In this case, we must demand change, we must demand new.

In fact, in the history of video games that Jester is familiar with, this period was indeed a period of transition for this kind of thinking.

And Sony was able to rely on the rapid rise of PS and PS2 and gain the support of a large number of congregational people, because their change in thinking is the most rapid, or rather, they are the least burdened than Sega and Nintendo.

Because they are not responsible for the previous players.

They don't have previous players.

And how does Sony do it? Quite simply, it is to capture a large number of light players into their own camp, instead of the previous one, and the game is just a matter for children and heavy players.

Nintendo has a large camp of small players, while Sega has a large camp of heavy players.

However, Sony has expanded the number of light players to a much larger number than the two combined.

It can be said that without Sony's efforts at the beginning, the development of video games would not be the same as Jester is familiar with more than 20 years later, and the fact that games are called the ninth art will never happen, and Sony's role in it is a great one.

Especially during the period when PS2 dominated the world, Sony did far more than an ordinary game developer did.

He is not because of the near-monopoly market share, crazy squeezing the value and potential of the market, they are doing their best for the healthy development of the industry to escort, which is commendable, I don't know what Nintendo did when it relied on FC to monopolize the video game market, I don't know how strong it is, so, this is the reason why Jester made up his mind to let Nintendo be completely finished.

This kind of company is not worthy of making games.

Of course.

This process of thinking shift, the expansion of the new player base, does not start overnight, and the first thing to make the shift is to completely reverse the concept that video games are not just children's toys.

Perhaps in the future, the concept is already widespread.

Even the main audience of video games, whether it is PC games or console games, except for Nintendo, which is dragging the development of games behind, no one will put their main audience on children, but now is not the future, in the eyes of many people now, the main audience of video games, especially console games, is still those children.

And I want people to completely change this kind of thinking.

Wanting to lay down a rule for the future of video games, lay a new rule, and let more people look at video games with different eyes, that's what Jester wants to do.

Let more people play games not just to have fun.

That is why he defines it in point 6.

Of course, this is very difficult, and even in the future, when there are countless game companies working hard for it, this kind of thinking has not been deeply rooted in the hearts of the people.

However, Jester is willing to work hard for this, and he believes that one day, this will become a reality.

Video games can be true and true art, just like movies, literature, music, paintings, and other forms of art, rather than the ninth art.

There are many things in this world that have become the ninth art, and it's not just video games.

"And finally, the seventh point."

Originally, Itagaki Companion thought that Jester had finished speaking, but to his surprise, Jester paused for a while, changed his tone, and continued to speak, and Jester also saw the surprised look on Itagaki Companion's face, and also teased by the way: "There is only one last one left, and it is also the most important thing whether a game can become a classic." ”

Hearing Jester say this, Itagaki also began to pick up the pen and record it again.

"That's what I call rebounding."

After saying this, Jester groaned again, as if he felt that the previous wording was not very appropriate, and re-planned, and waited for seven or eight seconds before continuing.

"This is a kind of positive feeling, this kind of emotion is like this, after the player finishes the game, he strongly feels that he can express himself better next time he plays, this feeling is usually generated with the desire to play again immediately, and the addictive nature of the game has a lot to do with the game, the game that can stimulate the player to have this feeling should be a great game, the player not only feels that his previous failure is just to accumulate experience, but also feels that he can immediately put the experience into action and win."

Hearing Jester say this, Itagaki Companion's expression also became extremely serious.

Because Jester said the last point.

For the kind of difficult game he wants to make Zuò, it is crucial, because the difficulty of the game, if you want the player to persevere in the midst of being abused again and again without giving up the idea of continuing to play, this kind of rebound as his boss speaks, is crucial.

After finishing speaking, Jester's expression also looked more relaxed.

"Well, that's all the experience and ideas I've had in game development over the past six years."

Itagaki naturally knows how important these seven points are for a game designer, and it can be said that these seven experiences that go deep into all aspects of game development can save him at least three to five years of crooked paths in his entire development career, so he is naturally grateful to Jester.

Jester couldn't help but be a little amused when he saw Itagaki Yoshinobu about to cry.

"What's wrong, Itagaki? Actually, you don't need to thank me, I'm optimistic about your talent, I'm just a person who went a few years before you in game development, and even if I don't tell you this, you'll summarize these things in your own experience in the future, and tell them in your own words, I'm just helping you take a little less of the road. ”

Jester smiled.

"Even, I still have some self-blame, because these experiences, after all, are just some of my personal experiences, logically speaking, it is not suitable for everyone, because everyone's experience is different, different thoughts, different behaviors, naturally, even if they are doing the same thing, the perception and experience they get are not the same, I am telling you my experience now, I don't want you to accept it all, but just want you to refer to and confirm."

"Otherwise, I'm just pulling out the seedlings to help grow, it seems that you have improved a lot, in fact, your potential will also be destroyed."

Jester said this very sincerely, and Itagaki also nodded repeatedly.

At this time, Jester glanced down at the time on his watch, and then said to Itagaki companion: "That's all for today, I'm a little hungry, you should be about the same, right?" Go eat something to pad your stomach before you do anything else...... Also, don't do the development plan of "Shadow Blade" yet, today is a gathering year, a day of relaxation. ”

Hearing Jester's slightly kind words, Itagaki also nodded embarrassedly.

He did care too much about the design of this game during this time, after all, this was a time when Jester agreed, he had the opportunity to develop a game of absolute power, and as a newcomer, it was impossible for him not to be excited and valued, but it seemed that this excessive excitement and attention did not seem to play a particularly good role in game development.

On the contrary, it will reduce the efficiency and quality of game design.

For example, at the beginning, Jester's use of Capcom's game as an example to tell himself was something he didn't take into account.

He has played all these games that his boss said, and if he can fully consider and refer to them, these things don't need Jester to remind himself.

This also made Itagaki a little ashamed.

As Jester walked outside the Carnival Convention Center, he noticed that even when it was time to eat, the area where the Outlander Requiem was played was still crowded.

There were a lot of people who just bought a burger or a Mexican chicken wrap at a temporary McDonald's point in the showroom and came back to the queue, and some people didn't seem to even bother to eat because it was almost their turn to try it out.

They don't want to miss it, it may have taken at least an hour or so to get their chance.

If you come with a friend, you may ask your friend to go out and buy a little for you, but if you come by yourself, you may only be able to endure hunger and continue to queue.

Of course, the specific players and their evaluation of this game can only be determined by on-the-ground research. R1152