Chapter 584: Difficult and Easy

Jester originally planned to talk to Itagaki about the combat system, for example, a type of setting that Capcom is very good at, which is the connection of moves.

Many players may not notice some of Capcom's small settings on the beat up game, some of which they take for granted, but are very subtle, such as Jester's and Itagaki Yoshinbu's previous statement that players have full and absolute freedom of movement.

This premise is taken for granted by the player, because that's the way it is.

However, such a setting, indeed, was first made by Capcom's designers.

Secondly, it is the setting of Capcom on the battle.

When playing games like Capcom, when controlling the characters of the game to fight, you will often find such a scene, that is, after the character controlled by the player hits the enemy with consecutive punches, the enemy will be hard stun, and after the hard stun, continue to press the punch button, and the characters in the game will no longer punch, but will use moves similar to throwing skills to throw the enemy away.

For example, in "Kombat Whirlwind", the mayor shot to beat the enemy and bend over to take the shot, and the baby in "Famous General".

In fact, because the action game Jester has not been studied too deeply, and the main focus of Mars Entertainment is not in this regard, although Mars Entertainment has also produced action games such as "Knights of the Round Table", which directly changes the way the game is played by the Qing = version, but, in the field of action games, the biggest influence, in this world, is still Capcom.

The premise of how to make a lot of action games fun is the first thing they proposed.

It can be said that action games are not fun without throwing skills, without sliding step changes, without changing direction in the air, and without continuous eye pressure skills. And without Capcom, there is almost no such qiē.

However, this problem is too deep, if you expand it, you may not be able to talk about it after lunch, and there are still many things to deal with today, so these can only wait until the carnival is over, and continue to talk with Itagaki Companion, anyway, Itagaki Companion will not leave the United States until he completes this action game called "Shadow Blade".

Of course. There was still a little time left, and Jester was going to talk to Itagaki about a game that he needed to talk to him about.

That's the difficulty of the game.

For this, Jester is very worried about Itagaki Companion, because Itagaki Companion has a too morbid pursuit of the difficulty of the game, of course, this is also the charm of Itagaki Companion's game, if "Ninja Dragon" is not so difficult, it may not be so attractive.

But. If it was more than ten years later, the Itagaki companion who had completely matured, Jester would naturally not talk to him about this issue, because the Itagaki companion at that time. I have a deep understanding of the delicate balance between difficulty and exhilaration, which few designers can grasp, both to abuse you again and again to want to live and die, but never throw away the handle. Instead, they will take the initiative to beg for abuse again and again.

It can be said that this is a kind of jitter-style pleasure.

However, now Itagaki companion letter. A fledgling young man, Jester didn't believe that he had such ability and level.

If you focus too much on the difficult design, then there is a good chance that this will become a very difficult, but not fun game to play, and such a game will not sell much.

But Jester also didn't want to affect the design ideas of Itagaki Companion, his spirituality in action games, because in Jester's eyes, the height that Itagaki Companion can reach in the future is much more important than the success or failure of such a game.

"Itagaki, it's almost noon, let's talk about one last question, I'm curious to know what you think of the game's difficulty setting." Jester deliberately pretended not to care, and asked casually, after saying that, Jester's eyes fell on Itagaki Companion's face, he really wanted to know the answer to this question.

And Itagaki Companion's answer did not disappoint Jester.

"I like to make the game more difficult, I think the more difficult the game, the more accomplished the player will have after playing and being able to understand it."

His tone was also very confident.

"A sense of accomplishment."

Jester didn't immediately express his opinion on Itagaki Companion's answer, he first repeated the three words of Itagaki Companion's sense of achievement, and then he looked at Itagaki Companion with a smile, knowing that Itagaki Companion was a little uncomfortable by Jester, Jester retracted his gaze and said in a very indifferent tone.

"To be honest, I said before that you will make the idea of this game, I am just here to check for you, although my name will be written first in the column of the game's maker, but you also know that this is Sega's request, so, this game, I am really handed over to you to make the game, you are the first person to make this game, for the setting of the difficulty of the game, you have the final decision, I will not interfere."

As he spoke, Jester glanced at Itagaki Companion's face at this time, and sure enough, as Jester expected, a hint of joy appeared on Itagaki Companion's face.

Jester didn't care either, he smiled and continued: "However, for the quality of this game, I have to discuss this issue with you, otherwise, if you do it too hard, the sales are too ugly, although our Mars Entertainment is underwriting at least one million copies, but if one million copies of the game with my name are really not sold, then there will be no place for me to put my face." ”

Hearing Jester tease himself like this at the end, Itagaki couldn't help but smile.

"Say it, I'll just listen to it."

And he nodded sincerely, but Jester also shook his head after hearing Itagaki say this, and said, "It's not that I said, listen, Itagaki, you don't put yourself in the position of a student, you are very talented, have you forgotten what I just said?" You are the one I have ever seen with the deepest understanding of the beat up game, the most talented, you have to cherish your inspiration, your ideas, I said, you can only refer to it, not be able to take it all, understand? ”

Jester said this harshly, and Itagaki was ashamed to hear it.

He lowered his head and whispered sorry.

However, Jester waved his hand: "I don't need to apologize, I said, we are equal now, we are discussing how to make zuò in a game, not me teaching you how to make zuò, okay, I'll make a long story short, or about the difficulty and ease of the game, I'd love to hear it, what you said is a little more difficult to do, how difficult is it?" ”

Regarding Jester's question, Itagaki is a little bit of a fool of himself.

During this time, he had been thinking about this issue, so after hearing Jester ask him this, Itagaki Companion only thought about it for a moment, and then began to say: "In fact, many details are insignificant, and in the final analysis, there is a point of view, that is, all the designs in the game are designed to kill the player. ”

"Oh."

Hearing Itagaki say so directly, Jester agreed, and this point of view of Itagaki was a little surprising to him.

Because when he was in the future, he had heard another ACT game master, Hidetaka Miyazaki, who was often talked about by the makers of the Souls series and the blood source, and a reporter asked him why he could make the game so good, and Hidetaka Miyazaki smiled at the time and said casually, because all the designs in the game are to kill the player.

"So ......"

Naturally, Jester didn't just listen to Itagaki Companion's general remarks, he wanted to understand his understanding of the difficulty of action games.

“…… How do you maintain a good balance between difficulty and playability? ”

Thinking that Itagaki might not understand what he was trying to say, Jester further explained: "In other words, how do you keep the desire to continue playing while making players feel disgusting and not just give up on the game?" You should know that a game that is too difficult will cause the player's character to die many times, and if they die too many times, then, inevitably, the player will have a kind of boredom, and they will not continue to play. ”

As he spoke, Jester paused slightly, and then added.

"Aside from what you call a sense of accomplishment, because I don't think that's the key factor that balances the difficulty."

"This ......"

Jester's question is indeed a little difficult for Itagaki to answer, he has been thinking about how to make the game design technically difficult, of course, this is not the kind of difficulty that changes the numbers casually, and he has never thought about the question Jester asked.

However, Itagaki also had to admit that Jester's question was indeed very accurate, and it was also something he had neglected to consider before.

Indeed, as Jester said, if you can't balance difficulty and playability, the biggest possibility in the end is that players will abandon the game they have worked so hard to design, and the best result is that it will only be liked by a small number of very core players, as for sales? Itagaki can predict that such a game will definitely end up selling a waterloo.

For him, it doesn't matter if he crosses a game.

But for games with Jester's name, this is absolutely not good, because Jester's golden sign is too important for Mars Entertainment.

In just an instant, Itagaki felt the heavy burden on his body. (To be continued......) R1292