Chapter 600: How to Develop

How to develop a game of the greatest scale.

It is the first problem that Jester has to face, because the number of game development teams in this era is far less than that of later generations, and the game is much simpler in the system than the games of later generations, for example, an RPG game, is an RPG game, if in the later generations, in a sandbox RPG game, do not add a variety of other types of game gameplay, so how embarrassed to call itself an RPG game.

For example, action elements, such as first-person shooter elements, and so on.

In a development group, dozens of people are coordinated into a huge team, and then the program is responsible for part of the program, and the artist is responsible for part of the art, but this kind of development method is adapted to some games with simple systems, that is, in the current development environment.

But in Jester's eyes, it is impossible for a team of more than 200 or even 300 people to adopt such a group of people to develop together.

And such a multi-system gameplay game must also be split at the time of development.

At this point, Jester can obviously learn a lot from future game companies, such as Ubisoft's global studio, which can develop a ~ game at the same time with a thousand people, and this thousand people are even in more than a dozen countries on the planet.

Another example is in the development of Star Citizen.

It is to subdivide the game into many independent games and then develop them, and after these independent games are developed, these originally independent games will be collected to make them a unified and harmonious game, although "Star Citizen" Jester does not know whether it is a success or a failure, but its research and development method is Jester worthy of reference.

For example.

Star Citizen will have their air combat part. Separate from each other, with a development team in charge of making a game that resembles an arena model.

In addition, the part of their MMO management is also separated, and an independent development team is allowed to develop a similar MMO framework, so that players can use this separate framework to set up a company and run it.

In Star Citizen, there are many such subdivided systems.

A lot of ideas are broken down and developed, and each project even has its own name and codename.

In this way, the original one is extremely complicated. Games that seem to be impossible to complete have become a dozen or dozens of individual games that don't seem so difficult to develop, and then the most difficult thing for the development team is to combine these individual subsystems into a complete overall system that can be run as a collection.

For example, in his sub-projects.

The single-player story project is called "Four-Two Wing", but in fact, this Four-Two Wing is also the content of an MMO game. The specific model is quite complicated, and it is difficult to explain in one word, so I will not go into details.

The FPS project is called "Star Marines".

The planet-surface linkage project is called "Planet".

And so on and so forth. These are all things that can be run independently, provided for players to experience, and according to many people, these things can even be made into a triple-A work on their own. The reason why Star Citizen has been able to continuously crowdfund so much money from players is because they are constantly releasing subsystems like this for players to try out and enhance their confidence. Of course, they are best known for selling boats.

In Jester's eyes, this kind of development idea is very worthy of reference, and it is also what he intends to adopt in the development process of his new game.

Such a new development idea that has never appeared before was naturally discussed at the first development meeting.

Before the start of the first development meeting of the project codenamed 'Era' by Jester, Yuya Suzuki ended some of his trivial matters in Japan and rushed to the United States ahead of schedule, in fact, the original plan was for Jester to let Yushi Suzuki go to Kunaka to meet them, and the first development meeting was also to be held in Japan after the end of the trip to Kunaka.

However, due to some things, several people in the team did not have visas, so Jester simply ended this trip to China for the time being.

It is intended to be rescheduled after the end of the GDC.

So, Yu Suzuki went straight to the United States to attend the first developer meeting of the 'Time' project.

So far, Jester has only relied on his resources and his lofty position in the video game industry to recruit a team of less than 100 people, and the members of these teams are not only limited to Mars Entertainment, but also a third of the members are the elite of many other game companies.

They were all inspired by Jester's powerful speech at the carnival, the incredible game he depicted, and they resolutely quit their current jobs and joined Jester's development team.

There are some senior programmers, who have not even worked in games before, many of them are Microsoft, IBM, Apple, the best people in these companies, but they are also game enthusiasts, and they are also very eager to participate in the development of a great game like Jester said, and want to do their part in this game that is bound to become a legend.

In fact, while there are many who question, ridicule, and despise Jester's new game plan.

But, the same.

It is also a truth that will never change as many people hate him, and it is true.

However, the first development meeting, it is impossible for nearly 100 people to attend, first of all, it is not necessary, and secondly, the first development meeting is from a strategic level to discuss, what kind of game is this, how it should be developed, only some high-level development team needs to have a clear concept, in such a large project.

It had to be made sure that there was only one voice, and Jester was confident that his prestige could suppress a dissenting voice.

To Jester's surprise, Hideo Kojima also temporarily stopped the development of his next-generation peek-a-boo game and volunteered to join Jester's development team.

However, Jester thought about it roughly and understood, because the model being developed was re-developed in order to be able to achieve the functions he required, and during this time, Hideo Kojima was also idle, so he had to think differently, and the game that Jester described was indeed the game that Hideo Kojima longed for.

Cinematic narrative style game.

"Is the development of the game still smooth?" Jester met with Hideo Kojima before the meeting began.

To be honest, Jester has indeed not talked to Hideo Kojima about games for a long time, first of all, both of them are very busy, and secondly, Hideo Kojima and his team work on game design in a hardware development center in Los Angeles, and Jester spends most of his time at the Mars Entertainment headquarters outside Los Angeles.

Therefore, the two don't have much time to meet.

Although we always meet a few times a year at the high-level meeting, there are not many opportunities to find time to chat on our own.

But despite this, Jester's relationship with Hideo Kojima is still clear to many people.

Hideo Kojima is Jester's most important and most valued maker, although Jester did not say it explicitly, but it can be clearly seen that Jester's attitude towards Hideo Kojima is obviously more important than Hironobu Sakaguchi, Yuji Naka, who is also the current popular designer who was discovered by him, should pay a lot more attention to this, Mark. Saini once asked.

Why do you like Hideo Kojima so much?

Although "Metal Solid" is indeed a very amazing game, the FF series created by Hironobu Sakaguchi and the games developed by Yuji Naka, both in terms of sales, word of mouth, and the loyalty of players and fans, are far superior to Hideo Kojima.

Moreover, Hideo Kojima has not developed a single game in the past few years.

This is Jean Mark. Saini was extremely confused about what Jester was thinking, and Jester's answer was not very satisfactory to him.

Jester just smiled nonchalantly.

Said such a sentence.

"Mark, in my opinion, Hideo Kojima is a character who can be a symbol, he has the potential to be that kind of person, and other people, at most, are just a great game designer, or a better one, and preferably just a very good game designer, this is not the kind of person."

And Mark. Seni would not have been convinced by Jester like that.

He asked rhetorically at the time.

"With Hideo Kojima's only game, you can see so many things?"

When it was Jester, it was obvious that Mark. There was a hint of sarcasm in Senny's tone, but Jester didn't pay much attention to it at the time, he just replied with a very indifferent demeanor, but in a very firm tone: "Yes." ”

"I've been embarrassing you all this time."

Seeing Jester, Hideo Kojima said embarrassedly, in fact, he also knew some rumors in the company, but Hideo Kojima didn't want to argue, because in the entire Mars Entertainment, no one else could understand his thoughts except for him and his not too big team, plus Jester.

In fact, even the reason why Jester was able to understand many of his thoughts so much surprised Hideo Kojima. (To be continued......) R1292