Chapter 500: Seminar

If Gamespot's editors were aware of the country's history, they would have given them a higher rating than they did for "Three Kingdoms" and "Qin Yan".

In Jester's memory, as far as ARPG games are concerned, "Qin Yan" is a game that he keeps in the hard disk of his computer for a long time and is reluctant to delete it, whether it is playability or addictiveness, among all similar games Jester has played, it is probably second only to "Diablo 2".

Jester looked at a dozen of his subordinates who were working on the refinement of the text.

He could tell from their expressions how subversive Jester's instructive text outline had been for them.

"Can the plot still be written like this?"

Such an idea is almost the most real idea of these people at this moment.

It's said to be a simple text outline.,In fact, the whole setting text about the game plot|excellent|excellent|small|say|more|new|most|fast|www.uuxs.cc|There are 500 pieces of manuscript paper.,If converted into the number of words,Jester didn't count it carefully.,But you can make an estimate.,There must be two or three hundred thousand words to make a big deal.。

In fact, Jester has a very deep memory of the game "Outlander Requiem".

If you play this game seriously, it will be very painful, it is about the torment of a painful person, this game is not even "fun", it will only make you "addicted and unable to extricate yourself"......

In other words, it has gone beyond the realm of "fun" or "not fun", like a bitter cup of strong tea.

30 minutes after the start of the game, you will feel very unhappy, the resolution is low, the picture is not used to seeing, you want to clear it out of the hard drive, 2 hours after the game starts, you still feel very awkward, and you find that the branch lines are complicated. There are a lot of bugs, consider whether to continue playing, 10 hours after the game starts, you feel very uncomfortable, the plot is obscure, the world is weird and grotesque, and there are countless inexplicables, 20 hours after the game starts, you feel pain, despair, anger, sadness, and repeatedly greet the ancestors of the maker. and cursed him for having a child without an asshole, and then continued to indulge in the game and couldn't extricate himself.

After clearing the customs...... You will always remember this game and forget about all its flaws.

This is Jester's memory of this game, the more you play, the more addictive you become, as long as you can accept this plot at the beginning, then almost everyone who plays this game will be deeply shocked by the plot of this game.

Three days later.

Jester held a meeting in the development team, the first collective discussion about the development team of "Requiem for Exotics" since its establishment.

Basically. This kind of collective discussion has become a norm in the development team of Mars Entertainment, and it is also an act that Jester has vigorously advocated at the beginning of the creation of Mars Entertainment to gather everyone's wisdom to discuss game design.

Inside. A lot of people call it brainstorming.

This kind of discussion is usually phased, for example, at the beginning of the game. It is a more in-depth discussion of what kind of game we want to make zuò, and what form this game should be expressed in.

After a period of development, such discussions will continue.

But this is the time to discuss. It's no longer a general game discussion, but a more detailed discussion of the genre and the specific plot.

Of course, this kind of discussion is deepening with the development time, such as this first time, just to discuss how this game should be done or what kind of game an American RPG should be.

This requires not only an analysis of the type of game, but also an analysis of the psychology of the players.

Seeing that everyone in the meeting was almost there, Jester knocked on the table and focused everyone's eyes on him.

Mars Entertainment did not engage in any gimmicks of round table meetings when conducting this kind of brainstorming, but when it was discussed, it was still very free, basically speaking freely, and at the beginning, it was usually the moderator who put forward the topics for discussion.

This time, Jester's topic was simple.

But it's also straightforward.

"Because we Mars Entertainment, this is the first time that we really make a traditional American RPG, in this design team, there are lovers of desktop RPG games, of course, there are people who have not been contacted, or have had little contact, so we must first let everyone in the development team unify their ideas, and the first thing that must be unified is, what kind of game we want to make this game in Zuò."

Jester said as he looked around at the twenty-odd people present.

There are members of the Martian Children he has recruited, and these people have to participate in the establishment of the game's plot, characters, and other settings.

He saw that everyone in the room was listening attentively, and Jester nodded in satisfaction.

"If you have any thoughts on this, you can say what you want."

Hearing what Jester said, Henlop looked up at the crowd and saw that several people seemed to want to say something, but they seemed to be worried that what they said might be reprimanded by Jester, so they didn't take the initiative to speak their minds first.

Henropo joined shortly after the creation of Mars Entertainment and is a long-time RPG enthusiast.

Not only do I like American RPGs, but I also like Japanese RPGs.

He saw that no one was willing to speak, so he cleared his throat and drew everyone's eyes to him, and when he saw Jester also look at him with an inquiring gaze, Henlop said his opinion on Jester's question in a very flat tone.

"Actually, in my opinion, RPGs are RPGs."

The first sentence of the mouth, Henlop said very directly, which made the people present a little incomprehensible, because now when people discuss RPG games, they will involuntarily classify this game first, that is, whether this is an American RPG or a Japanese RPG.

In '84, or even before '85, there was no such thing as a Japanese-style RPG in this world.

At that time, when a player talked about RPG games, he must be referring to the traditional stage games that evolved from the DND rule of TRPG to a type of role-playing game in video games.

It wasn't until '85 that Shigeru Miyamoto's "The Legend of Zelda" came out, coupled with the impetus of "Dragon Quest" and "Final Fantasy", that this type of role-playing game was well-known to many players around the world, which led to the so-called classification of American RPGs and Japanese RPGs.

Seeing the puzzled looks on everyone's faces, Henlop just smiled.

"Actually, the meaning of RPG is just role-playing, and the reason why there are American RPGs or Japanese-style RPGs is just because these two types of games have different emphasis in role-playing."

Hearing Hen Luopu say this, several people present also thought about it carefully, and then nodded slightly.

Jester didn't say a word, and there was no expression on his face.

"As far as I understand, the American RPG we are talking about is re-played, while the Japanese-style RPG is re-experienced, and the image or to put it more vividly is that one is more active in the way of playing, while the other is more passive."

"The role of American RPG is ROLE, and classic American RPGs are deeply influenced by TRPG, and the opening pinching people, such as configuration attributes, and characteristics are almost a must-have link."

"The character's personality traits, choices, and projections as basically all operators, classic American RPGs have a wide degree of freedom, so in the end, everyone plays a very different role in the process, which is the charm of American RPGs. The disadvantage is that it is too free, and too many choices will inevitably seem cumbersome, and usually the wide degree of freedom will affect the coherence of the main plot, and the emotional experience of the plot is not as good as that of Japanese RPGs. ”

"There are many such examples, and I won't give them all."

Henlop's paragraph is reasonable, and the people present naturally nodded constantly, and even Jester's face showed a smile: "So you said American RPG here, what about Japanese RPG in your eyes?" How do you make the difference? ”

"It's simple."

Hearing Jester's question, Henlop smiled in response.

"In my understanding, the characters of Japanese RPGs are characters, and the characteristics are all set by the plot, and the player is more of an observer character for the game, and the development of the plot, including some choices, is also based on the preset plot and character character. The advantage is that the ability to tell the story is very strong, the plot is coherent, and it is very easy to cause emotional resonance, because the atmosphere is set off and the emotions are foreshadowed, which can be well controlled by the screenwriter. This is also the reason why many Japanese games play the emotional card. ”

After Henlop finished speaking, everyone present applauded in unison.

"But ......"

Speaking of this, Henlop rubbed his head a little embarrassedly, and then looked at Jester: "...... However, the boss showed us the setting of the plot text called "Exotic Requiem" that he did before, as well as the setting of the game system, which made me doubt the difference between American and Japanese RPGs. ”

Hearing Henlop say this, everyone began to ponder the hundreds of pages of Jester and their texts that they had all read before.

Three days is not too long, and it is not too short.

Enough people present to read these hundreds of pages to the side. (To be continued......) R1292