Chapter 850: Reality
In these articles, almost all of them expressed their shock at the motion sensing equipment and motion games they saw with their own eyes on the Mars Entertainment demonstration.
And assert that this completely subversive way of playing will inevitably completely change the way players play.
Moreover, they also specifically explained that the completion of Mars Entertainment's somatosensory equipment has been very high, and a game that can run on this somatosensory device has also been produced, and even, Jester revealed on the spot that at the latest at next year's E3 exhibition, players will experience this new somatosensory device in person.
The news was shocking.
Not only the players, but also the other two hardware manufacturers in the industry, some of them are starting to sit still.
After all, Dreambox4 will be their future opponent, and at present, this time Mars Entertainment has put their top priority on somatosensory, and it can also be seen that they are extremely confident in the future of somatosensory, and even in the case of at least two to three years of life before this generation of consoles, they will unabashedly announce it.
It must be expected that the other two will not be able to develop somatosensory devices that can compete with them, and it is true, Sega and Sony have contacted their own hardware development departments before, because the previous demonstration of Mars Entertainment was not a highly confidential event, so, to understand the specific content, it is not difficult for these two companies.
After knowing the strength of the current Mars entertainment somatosensory equipment, the hardware departments of these two companies have thought twice. Still gave an answer.
The answer is very similar, that is, if they have the money and time, they can do it.
But now the big problem is. The problem of abundant funds is not difficult, the difficult thing is time, three years is not enough for them to complete the development of a new set of somatosensory equipment, testing and the appearance of formal finished products.
This also puts the two in a dilemma.
Although Ken Kutaragi is full of confidence in the PS3 that their entire Sony hardware department has jointly developed this time, they even said it in an interview. PS3 can even be powerful enough to simulate the earth, but it's still a little difficult to judge the body sensation, which he can't grasp.
As for the Sega side. The same is true.
Although both Hayao Nakayama and Ko Okawa feel that Yushi Suzuki's "Shenmue" is promising, after all, there are "Heroes" and the great success of Dreambox3 here.
It's no surprise that Sega has a vision.
And, there's one more thing that people don't know. That's Sega's progress in the next generation of consoles. In fact, it is the most leading.
According to the predictions of people in their hardware development department, it may take at least two and a half years for Sony and Mars Entertainment to come up with the finished product of the next-generation console, but it may only take a year and a half for them to come up with their next-generation console, which is a year-long time difference, plus "Shenmue", a work that has been highly anticipated by the entire game industry.
It is not impossible to complete the counterattack in the next generation.
Of course, Sony is not idle. In addition to frantically acquiring some medium-sized game studios to become their first party, they are also constantly attracting many Japanese game companies to switch to their camp.
Even Mars Entertainment originally cooperated with many third parties in Japan since the first generation of Dreambox. were all co-opted by Sony.
As for the reason, although Mars Entertainment asks a lot.
But the answer is about the same, that is, Sony has offered a price that they are unlikely to refuse.
Even Capcom has indicated that after the third installment of "Resident Evil" is released on Dreambox 3, the fourth game of the "Resident Evil" series will only land on Sony's console.
According to the people in Capcom, the new "Resident Evil" developed specifically for PS3, a game called "Codename: Veronica" has also begun to be established, and the person in charge is still Shinji Mikami, the biggest producer in Capcom.
Jester also sighed a little about these things happening.
Originally, Capcom in history, during this period, had a criterion for balancing the industry, and they were confident that they had the ability to balance the industry.
In fact, not only "Codename: Veronica", which was originally developed by Capcom for Sega's DC, was transferred to Sony's console, but also many other manufacturers.
Even Capcom is preparing a zombie game with a Warring States theme, which is also being developed on Sony's new console.
It seems that this time it is the Japanese manufacturers who feel that they cannot let a European and American platform provider dominate the game market, and the new console that Sony is developing has also given them enough confidence after their in-depth understanding of it, so that they can put the treasure on Sony.
This is naturally extremely stressful for Jester.
Now Sony's PS3, if it corresponds, should be the original generation of the history of the god machine PS2, the performance has almost reached the peak of the same era.
After all, it's the culmination of all of Sony's hardware development prowess.
Even Jester doesn't think that on a traditional game console, his Dreambox4 can do better than the original historical PS2, or even be as good as the PS2, which is already a very successful thing.
In terms of hardware development, even the team he painstakingly built is still a little inferior in the face of Sony's full support.
With the PS3 of the original historical PS2, coupled with the strong support of those Japanese developers, no one knows what kind of energy Sony will be able to burst out in the future. After all, Jester had personally experienced the situation of the PS2 world. He has a deep understanding of the power of this game console.
"The mountain rain is coming, and the wind is full of buildings."
For this short period of tranquility now, Jester can only express his feelings like this.
On major forums and major game magazines, the concept of physical sensation has been hyped for a period of time, and players in this era still have some blind trust in these websites and media articles. Somatosensory can change the current game environment, so of course they think so.
Of course, that's not to say that there isn't sensationalism.
Even if it's on the side of Sega and Sony. Deliberately sending people out to confuse the public, there will be such people.
"It's really laughing to death, hahaha, waving this stick is also called a feeling. So is it also a sensation when I use my fingers to operate the keyboard? ”
One such post. It appeared on the comprehensive discussion area of the official forum of Mars Entertainment, and,This post quickly set up a long post on the spray - many people ridiculed the landlord for not knowing what physical sensation is.,Just fart here.。
But the poster also came prepared.
"I don't know what somatosensory is? It's really a big laugh.,That's what I'm doing.,The so-called Dreambox4 demonstrated by Jester before doesn't the somatosensory rely on the balance of the gyroscope in the handle,And then send it to the host through the wireless signal,The host reacts? In essence, there is no essential difference from the existing wireless mouse. I don't know if there is a mouse with a built-in gyroscope, otherwise it would be more like ......"
Listen to what this poster says is well-founded. Look-a-like.
Some people have to ask, what do you mean by somatosensory.
And the poster was naturally not to be outdone, and quickly replied: "Real body feeling? It's very simple, the simplest, motion capture is the beginning of somatosensory, what I'm doing now is studying this aspect, as for what Jester said, it's just a person who doesn't know how to do it at all, and in the eyes of people who know it, it's not worth mentioning at all. ”
This post was quickly encountered by Jester, who came to the community again to see if there were any hot topics.
Jester read the post and thought it was funny.
And there seemed to be some people who were still going to be convinced, so Jester replied at the bottom.
"Who said that using props is not considered physical? I advise you to go back and re-learn what is called somatosensory, and the reason why you will use props to assist is also very simple, that is, if you use the camera to capture, according to the current technology, the accuracy is too low, and there is no way to complete many game ideas, and, in our imagination, this auxiliary operation props, there will also be a response in game design. ”
"This kind of response is unparalleled for the player's sense of presence and increased sense of substitution."
"For example, in the tennis ball in Dreeambox-Sports, which I demonstrated in front of the media before, in the simulation, our operation props, in addition to the operation props of the game, can also become the racket in the player's hand, in the golf game, he will become the player's cue, in our imagination, in the ARPG adventure game, he will also become the sword in the player's hand, you wield the control stick, and the character in your game will also wield the sword, It can even become a bow and arrow in our hands - you pull the bow in real life, and so do the characters in the game. ”
"I want to ask, in this case, why do you still say that this is not a somatosensory?"
"And,I can also reveal one thing,That is,What the poster just said,The so-called real somatosensory,Our hardware development department is also under development,We can even say that our technology accumulation in this area,In the world,It can be ranked in the forefront,And the answer is,At least in the next generation,This kind of somatosensory technology that completely relies on cameras for motion capture,Somatosensory technology that does not require auxiliary operation equipment,Want to use it on game consoles to enter thousands of households,It's still a little unrealistic。
"Of course, that's what we're working towards."
Jester's answer, of course, was indispensable to the approval of many people, and after Jester's angry reprimand, the landlord did not stop and did not spray Jester again.
This also made Jester feel a little disappointed that his prepared words were suddenly useless.
In fact, now the voice of doubt about the somatosensory is just a small episode, some people are optimistic, and naturally some people will look down, which is a matter of course, and in the original history, such a market will often occur.
In the original history, Hiroshi Yamauchi once ridiculed 3D, and Nintendo's somatosensory plan was once accused of grandstanding.
And later facts proved that the course of history, or rather the change of times, does not recall the will of a certain person as a transfer at all.
In fact, whether it is in this era, or in Jester's era, somatosensory has never been immediately accepted by players and quickly became popular, its development is full of countless ups and downs, and success is not achieved overnight, for example, the earliest somatosensory can even be traced back to before Nintendo's light gun.
That was back in the Atari era.
Around '82, Atari proposed a game concept that was extremely ahead of its time even in the era that Jester had traversed, that is, to use the mind ~ manipulate the game!
Isn't it similar to what is said in some novels?
At the time, Atari was at the peak of its own life, and they felt they could do anything in the industry.
They soon put their idea into practice and created a customized peripheral controller called AtariMindlink for their ace host, the Atari 2600.
Atari was so proud of this one-of-a-kind idea that they named it after their idea: Mindlink. But in reality, not only does the controller not connect to the player's brain to actually know what the player needs to do - it just senses the player's facial muscle movements to control the game—and more importantly, this genius peripheral repeatedly makes the player's eyes uncomfortable during the finished product testing. In the end, under pressure from all parties, Atari shelved the release plan of Mindlink, and this epoch-making peripheral was not able to be actually launched.
Later, with the outbreak of the Atari shock, Atari, a company that had been incredibly brilliant in the video game market, collapsed, and the plan was abandoned.
Of course, Jester also knew that even if Atari continued to do it, it would basically be useless. (To be continued.) )