Chapter 45: The Name Is "Dawn" (Ask for Recommendation Votes!!)

Unbeknownst to Jester, before his Japanese branch was officially established, the head of the Japanese branch, Tamahide Yoshiro, relied on a bowl of cheap street ramen to take Yuji Naka, one of the most important figures in Sega's rise in the future, into his arms.

If he knew that his company had done this kind of thing during Hayakuo Nakayama's trip to the United States, he would probably have laughed crazy.

Although Yuji Naka, who is in this plane, may not have any intersection with Sega.

Now the entire Mars Entertainment does not count the personnel who have nothing to do with game development, but there are more than 40 design personnel, and more than a dozen newcomers have been recruited in the past month.

Except for the R&D team led by Mark Saini, who was voted 'THE-KING' by themselves, and was in intensive retreat to tackle the difficult problems of "The Avengers", the remaining thirty or so people were summoned by Jester to discuss the establishment of his aerial combat game.

The first is the discussion of names.

Jester, of course, took American urine into account, and he sneered and warned the whimsical, energetic designers not to bring up names that were too spoofed.

The characteristics of the name of the game are simply summarized by Jester into three points, one is easy to understand, and the second is because of the background of this game, the name must give people a sense of upwardness, brightness, and hope, and the last point is that the force must be high.

When you hear it, you feel a sense of superiority.

In the end, the discussion went on and on, and Tiyì, a young painter who had just joined the company, got the approval of the vast majority of people.

"Dawn".

Although Jester felt that the name was a bit rotten, he really couldn't think of a better name, and with the unanimous praise of the name by most people, the name of the game was officially established as "Dawn".

And the squad that the four protagonists in the game's plot are in the same name as the game, of course, is also called Dawn, which is already set in Jester's canonical set.

The young artist named "Dawn" was recommended to him by Jester's grandfather, his name was Cao Kairui, who had just graduated from college for two years and had been doing odd jobs at a comic company.

He is also a Chinese, his father came to the United States after the founding of the People's Republic of China, before the founding of the People's Republic of China, the country opened a printing house, many of the big newspapers of the southern generation were printed by their family's printing house, at that time their family was friends with Mr. Wu Liande, and even had a part of the shares of "Liangyou", but later in the tide of nationalization of private assets, the family business was absorbed, and his family traveled to Hong Kong to the United States, and continued to engage in the printing industry, that is to say, his family is from the black five categories as the saying goes.

If it weren't for the fast running back then, it is estimated that there would be no good end in the ten years of catastrophe.

Cao Kairui graduated from the Art Institute of Chicago, this school Jester has heard that it is very awesome in the field of art, it is one of the three major art academies in the United States with the New York Academy of Art School of Fine Arts and the Alfred School of Fine Arts, and ranks among the top three art colleges in the USNEW University rankings all year round, and his family history, his grandfather is a master of Chinese painting, and he studied under the eight schools of Jinling, and his father also inherited the mantle of his grandfather, naturally, he was naturally influenced by this aspect since he was a child.

Jester has seen some of his works, and it is indeed very personal style, almost impeccable in terms of momentum, composition, color matching, and most importantly, his characteristics of Western painting style, which are what Jester values the most.

Even Jester has a little plan, and after letting Cao Kairui participate in the production of several games, he will officially establish Mars Entertainment's own exclusive art design team, Mars Son, after Blizzard's 'Storm Child' in the later generation.

And there is another thing that surprises Jester, in this era of hand-drawing, Cao Kairui also likes to use the drawing software in the computer to do some creative drawing, but he often complains about the lack of functions of the computer's own drawing software, and is recently discussing with some people in the company who have the same hobby whether to write a special drawing software to make more complex and detailed drawings.

This reminded Jester of a famous image processing software that would later become almost the ruler of the world of computer graphics.

So, Jester, who heard the news, didn't stop it.

He is well aware of the place that this software called Photoshop will occupy in the creation of games in the future.

However, he remembers that the prototype of Photoshop in history was in 1987 when Thomas Knoll completed his doctoral thesis with Apple 2, he found that Apple's computer could not display black and white images with gray scale, so he wrote a program called Display to complete this effect, but he did not expect the effect to be very good.

If it weren't for his younger brother, maybe the end result of this program for his own convenience would have been forgotten on the hard drive of the computer, until his designer would have forgotten that he had made such a creative little thing.

Thomas Knoll's younger brother is called John Knoll, and Jester heard this name because John Knoll was the visual effects supervisor of the later ILM, and later won an Oscar.

So the brothers began to improve the program called Display, and gradually made it into a powerful image editing program, and finally accepted a user's proposal at an exhibition to change the name of Display to Photoshop, at this time PS is already a powerful program with Level, color balance, saturation and other functions.

As for whether the software that these employees in his company are making by themselves can reach the status of PS in later generations, Jester doesn't know, but a special computer image processing tool is indeed what he needs.

The ensuing discussion was also very lively, first of all, everyone agreed with the problem of substitution in Jester's setting, and unanimously agreed that choosing a character as the player's experience object is much stronger than choosing an airplane, although there is no difference between the two in nature, and the player still has to control a cold plane when playing the game.

But this transformation is psychological and can be felt by the player.

However, Sean Dabilee, who is now the person in charge of the 'origin', has a different opinion on this, and it is bloody, and the difference is not reflected in the different characters.

Then it dawned on Jester that he had set up a weapon system of his choice in order to reflect the personalization of DIY, so that each character who could best reflect the differences of the characters would have a completely different weapon system, and it could no longer be designed.

In this way, these four characters go out and look the same.

"This is a problem, let's take note of it for the time being, let's not discuss it for now, we are mainly discussing the shortcomings of this game that I initially set, and the question of how to modify it will be set next time." Jester said simply.

Then the discussion of the weapon DIY system was a very warm and unanimous welcome that Jester couldn't have imagined, and even Dabilee who said before that there was no difference in the character except for the image said that even if the difference in the character could not be solved, the DIY of this weapon must be retained.

This groundbreaking design must not be emasculated.

Great idea.

Even many designers use such high terms to evaluate it - which makes Jester a little embarrassed, although he agrees, not that he is great, but that he knows that personalization will be the mainstream of game development in the future.

Because players always want to develop a character who is different from everyone else when playing the game, I want to be different from others, and this is personalization.

This is very obvious for the enhancement of the game's playability.

Next, Jester is not the main force at all in the discussion of levels and some effects, and he specializes in the art industry, so there are naturally technical dogs who have long sharpened their knives and have both hardware and software to spray some of Jester's ideas.

"Striker 1945" is still ahead of the times after all, the substrate carrying this game is a sixteen-bit substrate, it is much stronger than now in terms of memory, video memory, CPU computing speed, and some of the effects that can be done very lightly in it will be very difficult to complete on an eight-bit substrate, although it is not impossible to do.

But it's going to be very troublesome, and in the mouths of these tech dogs, it's a stupid idea that the gains outweigh the losses.

So, basically, the rest of the discussion was a meeting of tech dogs complaining about Jester's ideas.

Jester, who was sprayed with dog blood, could only hide to the side and listen silently, from time to time using notes to write down some technical effects that the dogs said could be completed under the current hardware without affecting the smooth running experience.

Jester is not angry about this, this is the purpose of this brainstorming meeting, he can make good settings according to the excellent games of later generations, design excellent levels, and some other orderly and fun gameplay, but whether these things can be completed now, he can't say.

For example, before Yuji Naka's idea before designing Sonic, it was a rabbit that could pick up things with its ears and attack enemies, but this idea seemed very simple in later generations, but it was difficult to accomplish at the time, so there was the image of the classic Sonic.

Of course, he must know that it is absolutely impossible to complete the sandbox game now, but he can't tell the difference between a 16-bit board and an 8-bit board, in addition to the more detailed improvements in computing power, color, number of colors on the same screen, and so on.

After all, he is from 2014, and the development of hardware has changed rapidly even in the past ten years, let alone three hundred years.

If you don't understand, you should give it to those who understand, this has always been Jester's belief in the principle, and in his opinion, the best investment target after rebirth is actually people, and many history may change under the butterfly effect, but a person's ability will not change.

If a person can succeed in the previous world, then he can still achieve success in this world.

If a discussion is all about Jester's boasting, how good my game is set up, how great it is to play like this, you just need to program my ideas, and don't think about whether the hardware conditions can complete the desired settings, and his programmers only know to sigh and admire the sycophants, saying long live the boss, the boss is mighty, you are a genius in a million, and you can't be a genius who is obviously beyond the allowable range of hardware, or beyond the scope of personal ability, The impossible effect is negated.

That's still the same sentence, if the game made by this company is real-time strategy, it must not be SC, but it must be "Blood Lion", if it is done as an adventure, it must not be Shenhai, but it must be "ET", if it is done as an FPS, it must not be "Call of Duty", but it must be "Extreme-Paintbrawl", if it is a fighting game, it must not be "Street Fighter", but "Shaq-Fu", If it is a stealth game, it is definitely not "Hidden Dragon Gun", but .......

The above list is all the supergods and super-bad games of all time, such as "The Ultimate Noise", a 1998 game that was given a 6 out of 6 by "PC-World" magazine, well, out of 100, which is also the second lowest-rated game in the history of "PC-World".

And the company that makes this kind of game will definitely be spurned by players.

However, it is also possible to deceive some brainless fans with this kind of game setting that seems to be high-end and atmospheric, just like the game called "Big Knife" made by John Romero after he left Id-Software.

The setting is simply more magnificent than many novels in which the author can think of his brain, and many of the things in it are jaw-dropping even when Jester watched them in 2014, calling Romero's ability to pat his head is simply incomparable.

But the idea of patting the head is just a pat on the head after all, and even though Romero is still a talented programmer, that can't stop the unrealistic idea from ending up making the game a complete failure and ruining Romero's reputation.

So, Jester, who understands this, knows that making a game must be based on reality.

Thinking in parallel with mature technology, this sentence of Yokoi Junhei's lifelong perception of hardware research and development is also valid in software development.

Because software is hardware-based.

And the game, in the end, is no different from any other program, just a slightly better-looking software.

In short, Jester looked at the tech dogs who were getting more and more excited about the set of settings pointing to him, but his face showed a completely satisfied look, because he knew that this was a group of real game-loving designers.

They love the industry.

If you don't spray, you can't grow.

PS: Ask for a recommendation ticket!! Darknin, the role you want is given to you.