Chapter 160: Working on an Airplane

Jester didn't ask what was going on over the phone, it stands to reason that he and Claudia were just partners, and he had no need or obligation to accede to her slightly rude request.

But when Claudia uttered the request in a tone that was completely different from the confident and calm she had before, Jester couldn't help but think of the few days he had spent with the other party, of the time he had told him about the traditional tavern in a traditional English tavern, and of the time he had been sent back to the hotel after he had drunk a little bit of an Irish stout for the first time.

Therefore, almost involuntarily, Jester agreed, in his heart, he not only regarded Claudia as his partner, but also as his friend, and he also understood the other party's experience, knowing that this girl who seemed to wrap herself in steel, and showed her abilities everywhere, was actually a very fragile woman.

The reason for not asking is very simple, when the other party wants to sue you, they will naturally say that it is naturally inappropriate and inappropriate to ask rashly.

However, according to Jester's guess, what can make Claudia so disastrous may be something happened to her family, or something is wrong with her relatives, Jester first booked a ticket overnight from Los Angeles to London tomorrow morning, and then he closed his eyes and began to think, as far as he knew about Claudia, she did not have the slightest affection for her two half-brothers, but not for her father who expelled her from the house.

Jester thinks back to some of the details of his first meeting with Claudia, especially the way she abruptly introduces herself to her origins and family.

Gradually, Jester seemed to have discovered that Claudia had been hiding something from herself in the first place, and the stories she told herself did not seem to be all true, especially in her description of her father, Jester's mind kept flashing the expressions and eyes on Claudia's face at that time, and when she talked about her two waste brothers, her eyes were cold and ruthless, and the corners of her mouth were upturned to show disdain.

And when it comes to her father, her expression is completely different.

Jester studied behavioral psychology in college, and in this school of thought, people can't hide their micro-expressions, because these micro-expressions are subconscious actions, and they are not controlled by the brain at all, just like unconditioned reflexes, which are innate abilities that people have without exercising, and they can't change them no matter how much exercise they have.

Because it's just an elective, and it's only scratching the surface of the subject, Jester doesn't have a deep understanding of it, and he's not so good that he can analyze a person's specific thoughts from the subtle changes in his facial expressions like an agent in the FBI's behavioral recognition department, but he can see that Claudia has the same demeanor when describing her father and her brother, but the micro-expressions are completely different.

When he said goodbye to the members of the R&D team in the morning, Jester was apologetic because he was the overall leader of the project, and he had to coordinate the development teams that had been divided into different directions according to their functions - combat system, map system, item system, etc.

Because the idea of the game was first proposed by Jester, no one else really had any experience with what a good SRPG should look like, and maintaining these separate and separately developed systems under an overall style was the most important task of the maker.

If it's a huge game without people to correct and coordinate, it will be very strict, for example, it's like the original ARPG game but added a turn-based combat system, SLG or SRPG-style grid map, and it became a four-way street.

However, the members of the development team also expressed their understanding, and in the early stage of development, there were not many areas that needed to be coordinated, and it was only a few days, and they could discuss it themselves.

After arranging all the work, Jester boarded a plane to London.

The long flight of more than ten hours spanned the entire day, Jester did not sleep, although he left the United States, but his work did not leave, and even if it was just a matter of Mars Entertainment, it was not only the "Fire Emblem" that he was personally responsible for, such as Sean. Dabilee and Sid. Mel's "Dawn" is also the first one he proposed to plan, and the entire framework and setting of the game were completed by him. Darkwater, his "Contra" is also in full swing of development, and even Will Brown, who is already famous in the United States for "Balotelli's Otherworldly Adventure". Wright is also working on the next game featuring Balotelli.

Self. Darkwater's Contra development was the least problematic because his team had already done a similar type of rolling, beat 'em-up, platformer, Sheriff Balotelli, so they just had to do it again at a tighter pace.

So Jester only gave a little bit of his own advice in their development report, for example, it would be better to add a hidden level in it that can't be accessed in a normal way, such as eight underwater levels, and the rest didn't make too many corrections, because these people can handle it very well.

But Sean. Dabilee and Sid. Mel's disagreement on "Dawn" is very big, because "Dawn" is huge, so it must not be able to support the capacity that a home console can allow, which can also be said to be the first large-scale arcade game produced by Mars Entertainment.

When some of the required effects and technical preparations were completed, and the team began to accelerate the final sprint of the game, there was some conceptual conflict between the two. Darbilee believes in the simple pleasure of combat, and he believes that there is no need to make the game too realistic, which will make it more difficult and difficult to get the pleasure.

But Sid. Mel's philosophy is the opposite, he believes that the game simulation is the easiest way for players to enhance the sense of substitution, and after a sense of substitution, players can be attracted to the game day and night, and neither of them can convince anyone, so they each wrote a report on the game "Dawn" to Jester, so that he, the real designer of the game, made a decision.

Truth be told, Jester essentially agrees with Sid. Mel's construction yì, because his mention yì represents the development direction of the game in the future, a qiē towards the truth, but the present is not the future, and the current technical conditions simply cannot do Sid. Mel asked for a simulated real air battle, and if he forced it, it would only increase the difficulty of the situation, and the gains outweighed the losses.

And Sean. Dabilee's traditional view that playing games is for the sake of fun is very much in line with the current situation, especially in the team of "Dawn", there are many employees who have personally led the development of "Saloman" himself, and these people have been baptized by the development of "Saroman Snake", and they will definitely be handy for making a game of the same type and style.

So, after thinking about it for a while, Jester decided to write a letter to Sid himself. Mel, this time "Dawn" developed his choice of Sean. Dabilee, doing so will inevitably make Sid. Mel was not happy, but Jester also asked in the letter how the other party had discussed the game of the Age of Discovery with him was ready, and if he could, he could start the project of the game as soon as the development of "Dawn" was over.

As for Will. Wright's report is much simpler, because they just completed "Balotelli's Otherworldly Adventure" a year ago, and they have been with the hardware development team for nearly half a year, and they have learned about the Dreambox development process and overall performance throughout the process, basically there is no time to rest, it can be said that these people are currently the game development team that knows the performance and limits of Dreambox best, so, according to Jester's practice in later game companies, Directly gave them a month's long vacation.

Just this month, Will. Wright's team vacation is over, and he returns to the company to report on his work, and the results that were originally released according to "Balotelli's Otherworldly Adventure". Wright was already fully qualified to offer his own indie studio, and Jester also had Mark Brown. Saini asked Will. Wright's opinion, but Will. Wright unexpectedly refused, not because he didn't want to, but because he felt that he wasn't good enough to support a studio, so he planned to continue studying at Mars Entertainment.

So, Jester also gave the next game featuring Balotelli to Will. Wright.

And this time, Will. Wright's team is also discussing what the next game with Balotelli will be, and although there has been a lot of discussion, the selected games are not very satisfactory. Wright's team decided on a few types, hoping to get Jester's guidance.

Balotelli is Jester's Zuò to replace the original historical Mario, and it looks like Shigeru Miyamoto has now started the development of Zelda, so Super Mario may really be stillborn, so Jester attaches great importance to the game character of Balotelli.

And now "Balotelli's Otherworldly Adventure" is hot and in short supply, which confirms this.

The game style of the Balotelli series is cartoon, it is funny, it is easy to play, but it can maintain depth, in short, it is fun and never tired of playing. The results discussed by Wright's team are generally in line with Jester's classification of games in which Balotelli is the main character. R1152