Chapter 137: Make an RPG game like no other

Pure fragmented DND regularization is not advisable, this has been tested by history, but to make zuò pure Japanese style RPG, Jester shook his head, although he has the father of "Final Fantasy" Itagaki Companion in his hand, but the problem is that the current Itagaki Companion is just a hairy boy, for the father of "Final Fantasy" The understanding of game design is still at a superficial level of a enthusiast, at least after following himself to participate in the whole process of several games, he can only mature.

In addition, he basically has some American designers in his hands, and he is more familiar with some American-style games, so it is not suitable for making a Japanese-style RPG.

Jester knew that American-style RPGs would not be able to compete with Japanese RPGs in terms of sales and quality unless they reached a certain level of functionality, because in terms of plot, gameplay, system, and creativity, these American designers who always focus on overall collaboration are very different from Japanese designers who are dominated by individual design styles, and this gap is determined by design style, and this gap will be true until the future.

That's why when a gamer in later generations mentions a game, if it's from a Japanese manufacturer, then the player can quickly say which designer made it, but when it comes to games from American manufacturers, few people can know it.

Because the designer's personal imprint on this game is not deep enough.

Two thousand years ago, when the technological advantage could not be compared with the gameplay brought by creativity, the game of Japanese manufacturers ruled the world, and after two thousand years, when the technology developed to the point where creativity could not compete at all, the decline of Japanese manufacturers was inevitable, such as Sony, the predator of the future game console, his most famous sixteen global studios, most of them are located in Europe and the United States, and the famous naughty dog, Santa Monica, the top three in North America, is an American game company with pure blood.

It's no wonder that Keiji Inafune, the father of "Mega Man" and the maker of "Zombie Siege", will say that 'Japanese games are already five years behind Europe and the United States'.

Essentially, there is no concept of a Japanese RPG yet.

The first Japanese RPG is now just an unfinished idea in Miyamoto Shigeru's mind, and the other two that laid the rules of Japanese RPG may not have taken shape in the minds of their designers, and the development of American RPGs is much earlier than Japanese RPGs.

However, "Witchcraft" and "Genesis", two games with a strong DND style, in Jester's eyes, are very primitive, and they are also very unsuitable for home console transplantation, and it can even be said that the level of these two games is not a horizontal work at all compared to the three major Japanese RPGs that will be born in the next year or two.

It may offend some fans of American RPGs to say this, but the fact is that comparing these two games with the three major Japanese RPGs is basically an insult to the three major Japanese RPGs.

Jester thought a lot, he felt that it was unrealistic for him to lead his current design team, which is basically all American, to make a game RPG that could be compared to "The Legend of Zelda" in terms of sales, but if he wanted to make a game of the same type as "The Legend of Zelda", using some creativity that would only be available in future games, a richer and more complex game system to enhance the gameplay, etc., Jester gave up after thinking about it.

Because the structure of RPG games is too complicated, much more complicated than any other type of game.

A group of people who don't even know how to walk want to learn to run directly, at least Jester has no bottom in his heart, after all, not everyone is von. Braun, who can directly cross the N multi-stage and directly build Saturn 5 to land on the moon, if his steps are too big, don't end up with the game not succeeding and become a joke in the game industry like "Big Knife".

And for Jester, Nintendo is just a catch-up at the moment, at least in the North American market.

He has the advanced version of "Balotelli's Otherworldly Adventure" to help him, even if he is taken back a little market share by "The Legend of Zelda" half a year later, it is completely acceptable in his heart, with "Balotelli's Otherworldly Adventure", for his Mars entertainment, he can always be invincible.

But for RPGs, a genre that has been hailed as the crown jewel of video games, it's impossible for Jester not to be impressed.

Because this is the type of game that can really reflect the strength of a game company, its complexity, its gameplay, its story, and the impact it can have on players, which cannot be compared with any other type of game.

If you want to make a Japanese-style RPG to compete with "The Legend of Zelda", it may not be possible for the time being, then the only way left is to make a delicate, unique, completely different RPG from the general RPG, and of course, completely different from the ARPG of "The Legend of Zelda".

This game, it can be niche, but it has to have a unique style, so that all players who play this game for the first time immediately feel that this is an RPG game that is completely different from any other RPG, and to make these players wonder like this.

"I'm rubbing! RPGs can still be played like this? ”

With this in mind, a genre that appeared in the world for the first time in five years appeared in front of Jester's eyes.

This is the SRPG.

Speaking of SRPGs, we can't fail to mention the differences between American and Japanese RPGs.

Generally speaking, players distinguish between Japanese and American RPGs, in addition to the completely different styles of the two, and more importantly, the kind of personality that the two types of games want to express.

American RPGs pay more attention to the gameplay under the rules and strategy, while Japanese RPGs pay more attention to the performance of the plot, which is why two thousand years ago, the sales of Japanese RPGs were able to crush American RPGs, because players can get a more easily obtained sense of accomplishment and happiness from Japanese RPGs.

This is what American RPGs with cumbersome rules can't give to players, and what American RPGs lack is what a game should have the most - to make players happy.

Since pure American RPGs are not popular, and pure Japanese RPGs are not good at their own teams, what would happen to make a new type of game that is compatible with the advantages of American RPGs and Japanese RPGs?

At the same time as he thought of SRPG, the idea also popped into Jester's mind.

In his memory, it was two years later, an American game company whose name was no longer known when he read this material in the future completed the planning of a turn-based strategy game with a new idea, but soon after, the game company closed its doors before the game was officially started, and for various reasons, the development plan of the game finally fell into the hands of Nintendo.

However, Nintendo occupied 95% of the market share at that time, and was a veritable industry giant, and other manufacturers did not even have the qualifications to kneel and lick, and there were countless projects under development in their hands, so they naturally did not pay attention to the development plan of such a small company.

Perhaps the heavens opened their eyes, and even the heavens could not bear to let such a great game finally disappear from the world, and soon after, a computer game developer called Intelligent-Systems became Nintendo's second-party software developer, and the company's president, Shozo Kaga, who has always been a big fan of DND, came across this shelved game development plan, so he planned to use the plan as a basis to make a strategy game.

This mention of his was also approved by Nintendo.

Perhaps even Shozo Kaga himself did not think about the great significance of this game he made.

When Jester thought of the SRPG genre, he naturally thought of the pioneer of the genre, and the highest achiever of the genre in the twenty-four years since its birth.

Fire Emblem.

It's true that this game is niche and doesn't sell well, but its die-hard dìng is simply shocking, Jester had a Nintendo diehard friend before he was reborn, the same person who said that any player with a conscience would not refuse HD PM, he once told Jester that the only game that could make him buy a new console without even thinking about it was Fire Emblem.

This game combines the characteristics of a Japanese RPG in terms of plot performance and American RPG in terms of strategy, which is undoubtedly of great historical significance, and it is also the first SRPG in the true sense of the word in the world.

Fire Emblem has the characteristics of the vast majority of American role-playing games built by DND at this time.

For example, Fire Embadge is set in the European Middle Ages, and the system design is concise but rigorous, including the weapon consumption, weapon repair, and class transfer system that the series has inherited since then, making the game full of rules and strategic fun. At the same time, "Fire Emblem" also has various characteristics of typical Japanese RPGs, for example, in the storyline, it tells the story of the fictional continent of Ajania, where the dragons try to conquer the world, and the king of the kingdom of Aritya resists with the sword of light, but suffers the destruction of the kingdom, after which the prince of the kingdom, Marus, begins a journey to restore the kingdom with the help of the knights of the kingdom.

In terms of other traditional elements of Japanese RPGs, the game's three-stage class transfer setting experiences the game system design style of Japanese RPGs that were becoming more and more mature at the time, and in terms of exploration, players can move freely around the large map and explore through a maze full of dark thunder, which is a traditional feature of Japanese RPGs.

In Jester's view, the significance of the appearance of Fire Emblem is often underestimated by many people.

Or maybe the pure Japanese RPG style established by "Dragon Quest" and "Final Fantasy" is so deeply rooted in the hearts of the people that the historical significance of "Mars Emblem" is infinitely underestimated.

It was a long process for Japanese RPGs and American RPGs to borrow from each other, and it was not until the mid-to-early nineties that the two began to merge in a real sense.

And "Fire Emblem" is not only the beginning of such a fusion, it also provides a template for later generations to blend and judge from the standards.

Just as the Wright brothers let humans fly into the sky for the first time, people can understand that human beings have a fantasy of the sky, and they can communicate and observe things from another perspective through a certain way. The same is true of Fire Emblem, which brings a new combination of modes and borrowing concepts to RPG developers around the world.

In this regard, I am afraid it can be regarded as a flight in the history of RPG development.

Jester also believes that if he can launch this game before the Japanese RPG is officially perfected, then although this game will not be as big in sales as "The Legend of Zelda", it will definitely not be as niche as in history.

Because it's a very, very, very good game.

So, after deciding on the first game he wanted to make for the RPG, Jester also solemnly wrote the name of the game on the manuscript paper that had already been pulled out and laid out on the table.

Fire Emblem!

Then Jester picked up the phone, dialed the numbers of Yuji Nakaji and Itagaki Companion respectively, and instructed them to immediately deal with the matter in their hands and report to their office immediately, in which Yuji asked Jester if he wanted to make a game for Sega, Jester smiled and denied, he promised Yuji Naka, to postpone Sega's game system, and this time we will make our own game.

Then, he called Tamahide Yoshiro in Japan and asked him to help find a few brilliant playwrights, artists familiar with the Japanese style, and soundtracks.

In the end, he dialed Hu Weili, who was helping Illusion Studio with the soundtrack, and asked him to report to the company and participate in the production of a big project after he finished the work at hand.

After doing this, Jester let out a heavy breath.

For him, "Article of Fire" will be the largest and most difficult game he has participated in, whether he can reproduce or even surpass the original version of this game, Jester does not know, but he knows that he can do it.

It must also be done. R1152