Game Development Giant
Chapter 199: Secret Ru0026D Plan
Using a pure female as the protagonist of a game has never been tried before in a game. The closest one was Mars Entertainment's Avengers, but in this extraordinary creative game, female characters She only exists as a supporting character, although players can choose her to operate and eventually complete the level.
But she's still not the protagonist of the game's story.
Just hearing what Gunpei Yokoi said, Shigeru Miyamoto discovered a lot of maneuverability. It will be a very pleasant experience to create a female character as strong as a male character.
The game that Gunpei Yokoi explained in detail is the famous Metroid, and the protagonist of this game is called Samus Alan. Perhaps many players are not familiar with this character, and perhaps he can best lead the game. The most powerful woman in Tomb Raider, many people would say it is Lara Croft, the heroine of Tomb Raider, and many people say it is Alice, the heroine of Resident Evil. Of course, there are more than ten or two The console party ten years from now might say Bayonetta from Bayonetta, and so on.
But if you ask a player who has experienced the glorious era of Nintendo's eight-bit and sixteen-bit machines, there will be no second answer to this question. It must be Samus Alan, the protagonist of Metroid. Gunpei Yokoi talked about his idea for this new game in front of everyone. Although the people at the Intelligence Development Headquarters were somewhat dissatisfied with Yokoi Gunpei's previous statement, no one dared to underestimate Yokoi Gunpei's talent in game development, even though he usually only appeared as a hardware engineer. Senior employees of Nintendo all know that most of the games in the early days of G were participated by Gunpei Yokoi, and a game he designed alone called Fire Team was second only to Fire Team in terms of sales on G. Donkey Kong” game. And Metroid was also one of Nintendo's three treasures before the advent of PM.
Gunpei Yokoi's talent is overflowing, and so is his idea for this game. After he finished speaking out his initial ideas for Metroid, the faces of those who were previously dissatisfied with his remarks also showed on their faces. He looked excited, because the game idea proposed by Gunpei Yokoi is really, really outstanding. This is not a traditional AT game. It is an AT game with strong RPG elements. For example, it borrows the most important prop system in RPG games.
but. After listening to Yokoi Gunpei's story, Miyamoto Shigeru's brain, which is extremely keen on game design, started to work quickly. He suddenly discovered a very big loophole in Yokoi Gunpei's initial idea for this game, because according to him With many years of experience in designing game locks, one of the most important features of AT games is to give players a sense of smoothness in one go. As for Yokoi Gunpei, adding props to the game will certainly increase The gameplay and fun of the game. However, doing so can ruin the flow of the game.
For an at game. This is a very fatal setting.
So, after Yokoi Gunpei finished speaking. Shigeru Miyamoto raised this question after just a brief thought, but Gunpei Yokoi just smiled. He looked at Shigeru Miyamoto with a half-smile, and said in a very calm tone: Miyamoto, this is you thing.
Shigeru Miyamoto is not dissatisfied with Gunpei Yokoi's statement. He also feels that it is very challenging to achieve this. It requires complicated and changeable equipment, a huge world map and a long game process. Maintaining the core of AT games-the smoothness of one go is indeed very attractive to him, and he also believes that if the game mentioned by Gunpei Yokoi can be completed, then it must be a great game. .
Finally, Shigeru Miyamoto stood up, nodded to Gunpei Yokoi and President Yamauchi, and said seriously: I will try my best.
While Nintendo was discussing how to make the next game in the hope of regaining market share from Mars Entertainment, Jester did not put time into his new game. Of course, firstly, because of his team The vacation is not over yet, and the second reason is because there are more important things to him.
Jester worked in a hardware laboratory far away from the Mars Entertainment headquarters, which he secretly established after the year. The only person in the company who knew about this, apart from the people who worked in this hardware laboratory, was Mark. Saini and his father, and his father was also transferred from the basic R\u0026D department of the arcade machine after the year to be responsible for the R\u0026D work of this secretly established hardware laboratory.
There is only one reason for doing this, and that is to keep it secret.
Because what is being developed here is Jester’s handheld plan. Due to confidentiality reasons, only a few personnel were transferred from the headquarters, and the others were recruited gradually. Until a few days ago, Jester Te Cai received the news that his handheld R\u0026D team had just taken shape and could officially start research and development.
Although Jester studied electrical engineering, his level in this area is obviously far behind those of hardware engineers who have been working for many years. He is not qualified to teach them. However, designing products is not designing circuits. This has nothing to do with the specific major. Knowledge does not matter much. For example, Gunpei Yokoi, who was later known as the God of Hardware, knew nothing about circuit design, but it did not prevent him from becoming a master of hardware design.
Therefore, before officially starting the development of handheld consoles, what Jester came to explain to them were just some of the characteristics of such products based on the success and failure of later handheld console products.
The R\u0026D team of this handheld console is not very large, less than thirty people at full count, but he has read everyone's resume over and over again, and everyone has rich hardware. In terms of development experience, the youngest among them is only in his mid-twenties, and the oldest is only in his early thirties. To be honest, Jester's level is not qualified to guide these people.
But Jester still felt that he needed to say something to prevent these people from going astray during the research and development process.
First of all, the research and development project we are going to carry out was notified to you yesterday, but there was no detailed explanation. In fact, there is no need to go into detail. Handheld console, as the name suggests, is a game console that is played in the palm of your hand, just like The G released by Nintendo a few years ago is the same as our company's electronic pet machine last year. Its most important feature is portability. Any functions, performance, and everything that conflicts with portability must be made for this condition. Give in, that’s one thing.”
Jester briefly talked about his understanding of handheld devices, and the less than thirty people in front of him also listened attentively. They had all heard of Jester's legendary deeds, but they did not feel that Jester He was not qualified to teach them, and Jester was also very satisfied with the attitude of his R\u0026D team. He just smiled and continued talking.
Second, it's battery life. If a handheld console can only be played for ten minutes, twenty minutes, or even dozens of minutes before a new battery needs to be replaced after adding a battery, then such a handheld console is worthless. It doesn't matter if you don't want it. It is said that the battery life can be enhanced by increasing the number of batteries. What I want to say is that if you require players to put in ten batteries every time to play the game, let’s not talk about the burden, but just talk about the weight of ten batteries. It conflicts with the primary factor of portability.”
These are the truths that basically every player knows in later generations, but in this era when there has not yet been a truly portable handheld console, these things still have a high level of significance for these hardware engineers who are participating in the research and development for the first time. It's instructive, and Jester tried to be as concise and clear as possible, and he didn't seem to make things too complicated.
Then, the last point is stability. No one would want to play an electronic product that often breaks down every once in a while, right? After all, this thing is not easy for ordinary people to repair. The same goes for handheld game consoles. Our products It must be stable. There are two aspects to stability here. First, our circuits and our systems must be stable. Second, our materials and workmanship must pass the standard. It can still work as usual even if it is dropped from several floors. I don’t have any strict requirements for the use of this extreme handheld device, but at least it’s a minimum requirement that it won’t cause any problems if it’s accidentally dropped on the ground, right?”
After saying this, everyone present burst into laughter.
Jester clapped his hands at the end, and added with a smile: I'm not as good as you guys in hardware development, so I don't dare to give you any advice, so I just give my opinion on handheld consoles, because this is a commodity. , and as far as I am concerned, I previously founded Mars Entertainment and told the R\u0026D personnel before developing Dreambox that I think it is best to use mature technologies and think in parallel when making hardware, and use mature technologies as much as possible. Technology can produce different effects, this is what an excellent hardware engineer should do, personal opinion, thank you.
As soon as Jester finished speaking, more than 20 people present gave him warm applause.
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