Game Development Giant

Chapter 465: What is the sense of shock?

So you chose the three-fab solution?

Yes, for us, the most advanced production technology is what we need most. Li Jianxi said this with certainty, but after a moment, he sighed and asked in an uncertain tone , Jace, do you think it's worth it for me to invest all of Samsung's future in this aspect?

future?

Jester chewed the word softly, and then laughed.

Brother Li, in fact, in my opinion, many statements about the future are false. Only real profits can represent whether our choices are correct or not. For example, in the electronics industry, the data in each year's financial report , doesn’t it still make you feel at ease?”

You're right.

Li Jianxi said in a calm voice, and then sighed: However, most of our current technologies were eliminated by the Japanese. No matter how hard we try, we can't catch up with them. When we can do it, they If they use the current technology, they will sell it again, and then they will have better technology. If this continues, they will never be able to catch up with their expectations.

As he spoke, Li Jianxi smashed the car hard.

Only the first can survive. This is what Jester said to Li Jianxi at the beginning, and it was also cited as a wise saying by Li Jianxi.

There are some things that Jester cannot say too much. He cannot directly say that in the future, Japan will almost collapse during the economic crisis, and South Korea will be covered by the government. At that time, Japanese companies, in order to protect themselves, will use the things they usually cherish. More importantly, the skills and talents that were regarded as life were given up.

What we have to do now is just to follow the Japanese. Just have some soup.

Jace, what do you think is the direction we will develop in the future? Several of our music products have failed miserably in competition with Sony. Even in South Korea, there is no way to compare with Sony's music products. Even, even My daughters also prefer Sony’s products to our own.”

Li Jianxi did not waste too much time on the previous topic, but went directly to the specific product.

The biggest problem for Samsung right now is their products. Can't open up sales.

Whether it is technology or design, for the same product, the gap between them and electronic giants like Sony and Panasonic is still obvious.

I think we can focus our energy on the research and development of mobile phones first. I think this product has great potential in the future. Jester gave his advice to Li Jianxi.

After hearing this, Li Jianxi had some confusion on his face: Is it a mobile phone with analog signals like Motorola's?

No, it's a digital signal.

Digital signal? Li Jianxi recited these four words silently, and then nodded. I'll look back and do some research, but we don't have any technical reserves in this area. I'm afraid...

But at this time, Jester interrupted Li Jianxi unceremoniously.

Brother Li. I think that as long as we have money, then technology will not be a problem. Whether we buy other people's or develop it ourselves, as long as there are sufficient funds, then technical problems will not be a problem. What Jester said Definitely.

Li Jianxi also nodded silently after hearing this.

Indeed, as long as there is enough money, the technical problems are not technical problems.

Jester didn't wander around the construction site for a long time. He just walked around briefly and then went to the hotel arranged by Li Jianxi to rest.

The hotel is located in the center of Daejeon. It is just an ordinary hotel. It is far less magnificent than the Shilla Hotel in Seoul. However, despite this, it is also the most luxurious hotel in Daejeon.

After Jester took a nap and had a meal, he heard someone from Samsung assigned to him by Li Jianxi say that a young man named Itagaki Tomonobu, who came from the Japanese branch of Mars Entertainment, wanted to see him. And he also said that you told him this.

teacher!

Since Itagaki Tomonobu talked with Jester before and was taught by Jester, he had a great influence on him and basically reshaped his ideas on how to design a game, so he worked with Jester In front of him, he has always been called his teacher.

Jester just smiled without any dissatisfaction, pointed to the chair next to him, and said lightly.

sit.

When Itagaki Tomonobu heard this, he sat down upright, and then he couldn't wait to hand the document bag he was holding in front of Jester, his eyes full of hope.

Jester didn't waste any time. He directly took Itagaki Tomonobu's document bag, opened it, and took out a thick stack of paper. The paper was written with dense and sloppy handwriting, including Japanese and English. It appears mixed in. Of course, there are very few Japanese and most of them are in English.

good.

After watching for less than ten minutes, Jester looked up at Itagaki Tomonobu, who looked worried, and praised him with a smile.

Then, after hearing Jester's praise, Itagaki Tomonobu, who was originally extremely nervous, suddenly felt a little relieved. The game's settings, plot, levels, and many things he wanted to express in the game, It was all made with great effort by him.

It can be said that he is very confident in the settings of this game. He was worried before, which was just an involuntary reaction. But after receiving Jester's praise, most of his nervousness disappeared.

Jester reads things very quickly. Basically, he only needs to scan a page a few times to see everything clearly. While Jester was looking at the large stack of documents, Itagaki Tomonobu remained so quiet. Jing, the author, is patiently waiting for Jester’s opinion on his game settings.

It took almost more than an hour before Jester finished reading the last picture.

After reading it, he gently put the last one in his hand on the table. He did not speak directly, but looked at Itagaki Tomonobu seriously: I saw it right at first, you are indeed moving. In terms of games, he has a talent that is difficult for others to achieve.”

Let's not talk about the game you designed.

Jester patted the large pile of documents scattered in front of him and said with a smile: I want to ask you a question. You mentioned several times in these documents that the impact of impact is important for action games. It is the most important element. You can even say that an action game can have rough modeling, rubbish plot, and mediocre moves, but the sense of impact cannot be bad.

Then, please tell me, what is the feeling of shock that you understand?

Sense of impact...

Itagaki Tomonobu's eyes lit up, and he repeated these three words in a low voice, as if he was thinking about his wording. After more than ten seconds, he spoke.

In my opinion, the feeling of impact is a kind of sensory stimulation, which is divided into two parts: internal and external. The external sensory stimulation can be direct or indirect, while the internal sensory stimulation is By receiving information and psychological cues, people are brought into the atmosphere that the designer strives to create.”

After finishing speaking, Itagaki Tomonobu was waiting for Jester's answer.

Jester didn't say any specific opinions. He just nodded and continued to say in his plain tone: Go on, I want to be more specific, rather than talking in general terms.

And Itagaki Tomonobu also took a deep breath, mustered up his courage, and spoke out in detail without worrying whether his views would be dissatisfied by Jester.

The direct part of external sensory stimulation is nothing more than various hardware or operating equipment such as handles, steering wheels inside the arcade frame, arcade joysticks, and even simulated cockpits for large-scale somatosensory games. . These input devices are the most basic first step. We use them to quickly and accurately input instructions into the game, allowing the characters in the game to respond. This is the beginning of an action. If this aspect is not in place, it will directly and fundamentally affect the game. The feeling of impact. This is why fighting games must use joysticks.”

As for external sensory stimulation, the indirect part is easier to understand. In fact, it is nothing more than visual and auditory parts. It is difficult to explain this in words. You can just look at examples.

Let's talk about the visual aspects first. For example, Balotelli's Adventures in Another World, the best-selling game, when he jumped up and fell, he crushed a monster, and then he didn't just fall, he was suffering from it. The monster's reaction force will also jump slightly in the future - this is one of the visual manifestations of a good sense of impact. And let's look at the speed at which Balotelli jumps up and falls. It is not uniform, but acceleration - in There is acceleration when you take off and when you fall, which is an application of vision in the sense of impact.

As for the auditory aspect, it is the impact sound effects, for example, in Avengers by senior Mark Cerny...

The more Itagaki Tomonobu spoke, the more confident he became, while Jester kept listening quietly. Until Itagaki Tomonobu finished speaking his point of view, Jester did not say a word, nor did the look on his face. The slightest change can neither be seen as approval nor objection.

After Itagaki Tomonobu finished speaking, he looked at Jester expectantly, hoping to get Jester's opinion on his point of view. Of course, the opinion he expected to get was Jester's approval.

But Jester just smiled.

Itagaki, in fact, when we discuss an excellent action game, we always say that this game has a strong sense of impact. What you just said is correct, such as the impact effect, the comprehensive sound effects, etc., but this It’s not the crux of the problem.” (To be continued.)

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