296. POKENI'S BLACK TECHNOLOGY!
This weekend isn't exactly a carnival for players.
At the same time, while Yamada is playing the game, countless Pokeni competitors are also carefully researching their new games.
From the beginning, I looked down on it, and I looked down on it, but slowly turned into it, so powerful, so terrible.
Square Enix's president, Masashi Miyamoto, also spent two days and one night on the weekend, and was fighting hard battles in the world of witchers.
As he guided Erwin to climb the spiral staircase in the cave through the novice tutorial, Miyamoto's eyes were about to pop out.
"Wait a minute."
"What is this?"
The reason why he was so shocked was because when he walked this spiral staircase for the first time, he hadn't noticed any changes, but he walked unusually comfortably and smoothly.
Halfway through, he suddenly realized that the position of the entire scene had changed.
It's not that the position has changed, it's that the camera in the scene is rotating as he moves.
In a game with a fixed 45-degree top-down view, it's really surprising how natural the transition is.
Seeing this, a terrible thought popped up in Miyamoto Masashi's head-
π₯ How does this work?
He maneuvered Erwin and walked down the stairs upside down, the in-game camera slowly rotating as he walked.
At first it was clockwise, but now it becomes counterclockwise.
It's completely incomprehensible!!
Masashi Miyamoto clasped his hands, stopped, and looked into the screen in a daze.
What do you say about this feeling?
It's as if you're filming a movie and playing the lead actor in the movie, with a director on the outside all the time, watching you through the main camera.
There are many cameras, each of which is controlled by a dedicated person.
And then through the director's deployment, you will always appear in the most suitable and comfortable camera.
This perspective is really comfortable.
Originally, Masashi Miyamoto thought that if you go along and in the opposite direction, it will cause some flaws in the game, because if you can't do it so intelligently, it will be easy to have bugs.
But he didn't expect that no matter how he moved, how he turned, and even used the displacement skill, the camera could follow perfectly.
He used his skill to jump a long distance directly above the stairs, and the camera sped up......
At this point, Masashi Miyamoto's train of thought has completely failed to keep up.
It could have been guessed that P might have used some kind of multi-camera, or that the camera had some complicated rules written on it.
That doesn't seem to be the case now.
Pokeni's black technology, who can understand it?
In fact, what Miyamoto Masashi didn't know was that the camera rules here were actually quite simple, and they were developed by the development team of P Company according to Qing Zhiyuan's vision, and they were also equipped with other fixed cameras, which were used for planning and deployment through priority.
At the beginning, it wasn't as comfortable as Masashi Miyamoto had experienced, and the reason why he was able to play so smoothly now was entirely due to the planning of the Witcher project team.
It's the planners, including Hidetaka Miyazaki, who ran over and over again, debugged over and over again, and then made the effect.
It is equivalent to adjusting through effort and time on the basis of black technology tools.
Masashi Miyamoto's feeling is not wrong, because Qing Zhiyuan's requirements for this game are almost equivalent to finding director Hidetaka Miyazaki to watch from the side, and deploy all the cameras throughout the process, just to be able to make a good enough film.
All the effort was worth it, and now Masashi Miyamoto's own experience speaks for itself.
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Masashi Miyamoto was really shocked to play "The Witcher: Devil's Egg", not only about the camera system of the P Society, but also the setting of the monsters.
Monster collision, the setting of P Club is also quite good, so that the whole experience in the process of playing the game feels unusually smooth.
Monsters with large bodies occupy more space, and smaller ones occupy less space, and there are real physical collisions between each other, rather than being completely superimposed like the previous Witcher or Diablo, which can attract a lot of monsters at once, and then group A again.
In other words, in this game, you need to adopt a smarter strategy.
The exploration and creativity of P Club in 3D action games is truly breathtaking.
Moreover, Pokeni's use of three-dimensional space in this game is too efficient, right?
I went around a lot of labyrinths, and from top to bottom, I used almost all the space I could use.
As soon as you go up this staircase, you will find that the exit of the cave is the entrance to another road.
At this point, you'll need to jump down the hole and follow another path up or down.
If you don't understand the producer's intent and think it's a dead end, there's a good chance you'll be stuck in place for a long time.
The terrain of the entire game is fully utilized and turned into a three-dimensional maze.
Yes, it's a three-dimensional maze, not a two-dimensional maze.
A two-dimensional maze, you can deduce on paper through the floor plan, how to go.
If this path doesn't work, change it, and you will always find your way.
But three-dimensional, it is likely that multiple roads actually have common intersections, and these intersections are superimposed on top of each other, like complex overpasses, if you don't grope many times, in fact, it is difficult to find the right road.
Sometimes you need to activate the mechanism to make some roads clear.
In the game, Masashi Miyamoto will often see some stone doors with strange patterns carved into them, and at this time, he will have to find a key or a mechanism to open them.
For collector freaks, playing Hidetaka Miyazaki's game is simply insane.
Masashi Miyamoto is such an experience.
Just playing makes me feel that my brain capacity is no longer enough, and sometimes I have to find a piece of paper to draw, not only to draw a floor plan, but also to mark the dependencies between the upper and lower layers.
Because it's a three-dimensional three-dimensional structure.
As soon as he thought of this, he couldn't help but admire Pokeni's level designer.
What kind of perverts are these, to think of such a maze design pattern.
It's complicated enough to play, and I don't know how they designed it in the first place.
In fact, it's far easier by design than the player experience.
Because when Hidetaka Miyazaki makes the level, he will think from the overall situation, and he plans it from God's perspective, and all the mazes will be abstracted out and turned into routes, which will be designed by Hidetaka Miyazaki and then handed over to the level planning and refinement.
After the refinement is completed, it will be made by the artist.
It's because Miyazaki, a kid, has an extraordinary brain circuit and a unique level design concept that many artists are driven crazy by him.
It takes more time and effort to do one level of Hidetaka Miyazaki than to do three levels of Shinji Mikami.
In the past, Pokeni's game was equivalent to painting.
To Hidetaka Miyazaki, it became the house.
Do you say that it is easier to paint, or is it easier to engage in architecture?
In order to do a good job in the game, Akane Ayase really recruited a few architectural draftsmen for the team of "The Witcher 2".
Because you have to calculate the height of the floor, the thickness of the walls, the space of objects, and the player's strategy space......
At this point, it's no longer a fine art thing, it's become math.
A bunch of numbers, constantly calculating, made Hidetaka Miyazaki enjoy it abnormally, but it also hurt the art students.
Even some art classmates made his level and went to Qing Zhiyuan to complain, but in the end they were appeased by the president.
However, for the team, when the game is made and the finished product is available, the sense of accomplishment is also bursting, and the confidence is suddenly there.
This is also an unprecedented change that The Witcher 2 has brought to the Pokeni team.
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Masashi Miyamoto plays The Witcher 2, and the more he plays, the more shocking it becomes.
Because the design concept of this game, the various methods, and the black technology are so different, and they are not the same as the games he has played before.
P Society really doesn't take the usual path, and repeatedly surpasses itself.
The game is also gradually piled up from simple to more and more complex.
This complexity is not demeaning, it is a compliment in this case of Masashi Miyamoto.
It's easy to make a game complex, it's easy to create something new, and with the kindergarten kids, they can do both.
However, the design of the game itself is complex enough, the mechanics are complex, and the system is complex...... But being able to make it is not complicated, or even natural, and there is a joy of exploration in it, which is amazing.
Complexity is not blindly complex, but the complexity that has been carefully designed, the digital beauty of engineering, the complexity of a spaceship that explores the universe, but the complexity of the appearance gives people a sense of technology beyond time and space......
Such a thing can actually be described as a work of art.
It is an industrial artwork from the end of the 20th century.
Masashi Miyamoto can only describe it in this way.
Even he didn't know what kind of terrible product Pokeni could make in the future, the Witcher Demon Egg, which had already raised the game's mechanics to this point, and according to Miyamoto Masashi's idea, it was actually difficult to make improvements on the basic level in the future.
At most, through technological means and continuous progress in hardware, to iterate the graphics and quality of the game, that's all.
He couldn't think of anything more.
Insiders are at the end of their rope.
This is probably the truest portrayal of Miyamoto Masashi's mood at this time.
Pokeni is a company that cannot beat, or even catch up, on a technical level.
It's horrible.
Is the producer powerful, or is the supervision more powerful?
If you think about it, it's probably because the supervision is stronger.
After all, Shinji Mikami is the supervisor of this game, and his famous work is also Diablo, and the previous work of The Witcher was also developed by Shinji Mikami, so in Miyamoto Masashi's view, it is very likely that Mikami will dominate the game.
In this way, Hidetaka Miyazaki should be just an executioner.
But as everyone knows, on the contrary, during the time when the Witcher Demon Egg was being made, Shinji Mikami was so busy with "Princess Mononoke" that he basically had little time to manage "The Witcher: Demon Egg"
And the president also asked him to give the Miyazaki children enough space to play on the basis of controlling the quality, so that he could fully grow in the process of making games.
In other words, in the process of developing this game, Mikami is basically in a free-range attitude towards Miyazaki Hidetaka, and if he tosses around, Mikami himself doesn't have so much time and energy to care about him.
However, to a certain extent, thanks to Mikami's [stocking], this game has a different light.
Hidetaka Miyazaki's own radiance.
Needless to say, the boss in the game made Masashi Miyamoto very surprised, and he was curious about-
The mobs in the game are also designed to be quite interesting.
A lot of mobs are quietly hiding in dark corners, and when you are not paying attention, the cat will come behind you and give you a stick.
And the matching design of the scene and gameplay is really amazing.
This is fully reflected in the plank path that comes out of the cave at the beginning and leads to the Ice Wolf Fortress.
Not only can the player climb and jump through the Demon Claw, but they can also mount Eve to make Eve fly.
All of a sudden, the playable characters in the game were increased from one to two.
Later, when General Rogge joined, the number of people in the team became three.
Obviously, this is a single-player action game, but Masashi Miyamoto has a different sense of teamwork in the game.
This made him a designer who likes strategy very much, and he was very surprised and surprised.
Because in his opinion, there is almost no room for cooperation in action games, and the strategic aspect is more about studying your own skill matching, equipment matching, etc.
This time in the witcher, not only can you interact with teammates (NPCs), but you can also mount them, and you can greatly improve the protagonist's combat ability and combat methods by imitating the abilities of teammates at any time.
In other words, the dimension of the battle suddenly expanded from one person to three people, and the entire variable dimensional space was too large.
Masashi Miyamoto had discussed with the members of the company for a long time, but he couldn't build such a game model, but he didn't expect Pokeni to do it easily.
What should I say?
It's you, pokeni.
Masashi Miyamoto felt happy and frustrated.
I was happy to be able to learn something new from another company.
Frustratingly, you can only glimpse and guess part of Pokeni's black technology from the outside, and there are many things that you can't figure out if you want to break your head at all, no matter how hard you try.
Unless you can dig up a few core developers from the P company, otherwise......
Masashi Miyamoto felt that it would be too difficult for Square Enix to catch up with Pokeni in the game field in this life.
Hey?
Why do I use the word "catch up"?
Masashi Miyamoto tilted his face and thought for a moment.
Wasn't Pokeni left far behind us back then?
Why did you run to the front now?
When did they become so powerful?
Completely incomprehensible.
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"Totally incomprehensible."
In addition to Masashi Miyamoto, there are many people who can't understand it.
Shigeru Miyamoto, the legendary producer of Rentendo, is one of them.
He sat at home, arms folded, and fell into a deep thought.
Pokeni is a company that has suddenly run to the forefront of the development of the entire game industry.
Once upon a time, it was a small and unknown company.
Who would have thought that the current P Society would hide so much black technology?
"This monster's behavior pattern is too powerful, isn't it?"
When he saw the lizardmen hanging from the wall, goosebumps rose all over Miyamoto's body.
POKENI's games have achieved the ultimate in the current game field in terms of atmosphere.
This kind of game, which is more inclined to the realistic Japanese comic style, takes the dark attribute to the extreme, allowing people to get a strong immersive experience in the process of playing.
The scariest thing is that the kind of creepy through the in-game scenes, monsters, music, ...... Convey it to the player, and you don't feel unnatural at all.
It's so natural.
It's so comfortable.
Comfortable to goosebumps.
It can even be creepy because of this immersion.
Every emotion that the game wants to convey to the players is accurately conveyed and penetrates into Shigeru Miyamoto's skin.
It penetrated through the pores and went all the way to the bottom of my heart, and my scalp was numb from shock.
Shigeru Miyamoto is often startled when he plays, and sometimes he is moved by the plot, and he feels infinite empathy because of the tragic experience of the characters.
When you think about it, you thinkβ
Pokeni is really fantastic.
To be able to do this kind of thing, P Society is simply amazing.
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"Totally incomprehensible." Konami Kojima Hideo is also confused.
The monsters that crawl on the walls, and the fake lizardmen that merge into the scene, Hideo Kojima can't tell which one is real and which one will suddenly jump out.
And the monsters have their own attack and action logic, although not so intelligent, but in terms of behavior and strategy, you can feel the pinnacle of this era.
That's all the game can do.
Hideo Kojima thought to himself.
The technical means of pokeni are simply terrible.
It's made into a black box in the game, and you can only guess how they do it by their performance.
However, I don't know exactly how to do it.
Even Hideo Kojima himself felt that through his calculations and drawings, he still couldn't come up with a perfect enough answer to explain every detail of the current "The Witcher 2" game of P Company.
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These are still relatively senior producers in the game industry, and they all feel that Pokeni's games are simply hidden in countless black technologies.
And each of these black technologies is a treasure for the entire game industry.
Each one is enough to shock the world.
And for some small companies, or gamers who don't have that much experience in making large-scale games, this is even more incomprehensible.
Those of you who usually score more than 90 points in exams can't figure it out.
How can we who can barely pass exams and eat in the middle of the food and clothing line, how can we get a glimpse of the true essence of pokeni?
That is to say, in the eyes of Pokeni, in the eyes of Qing Zhiyuan-
All of you here are scumbags.
Isn't it, a person who comes from the future, with the excellent design solutions accumulated through generations in the next 30 years, can't easily kill these old bones in his studies?
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There is one more chapter in the evening
(End of chapter)