Game Development Giant

Chapter 501: Brewing

Everyone listened to what Henlop said, and then thought about it carefully. %,

This is really the case.

If we follow Henlop's statement, it seems that the plot of Foreign Requiem is also linear and very Japanese. The nameless character played by the player has his past and future tied up. The player's choice , perhaps to use the classic lines in it, it is not ure-of-a-man.

Jester spoke at this time.

Do you feel that the story structure of Planet Requiem is different from the American or Japanese stories you have known before?

Hearing what Jester said, Henlop nodded.

Indeed it is.

Actually, you can put it in a more vivid way. For example, the plot of American RPG is a tree structure, which is radial and developed, while the plot of Japanese RPG is a linear structure, which is difficult to follow. Its plot expands, and it is a closed, self-satisfied plot. When I was designing Planet Requiem, I thought about the plot narrative methods of these two games, and I designed a gourd-shaped plot. Structure.

In this structure, it seems that you are following the traditional American RPG plot narrative method at first. It has a high degree of freedom and seems to be radiated out. In fact, these plots, although seemingly numerous, still need to be attached to the main line. of.

After Jester finished speaking, he clapped his hands and continued: In fact, whether it is an American RPG or a Japanese RPG, don't just limit it to the way the plot is expressed. If you think about it this way, it would be too restrictive. It is best It is to break away from the constraints of form, and then think wildly, such as the part I completed in Foreign Land Requiem. Among American RPGs, it is rare to be able to arouse emotional resonance among players. This has not been done before. , are generally the characteristics of Japanese RPGs.”

With that said, Jester looked around at everyone again.

Does any of you want to add anything?

Both Henlop and Jester's speeches indeed gave a lot of inspiration to those present.

Sure enough, a young man stood up.

This man was very young, his name was Geralt. He had just joined Mars Entertainment not long ago. Jester knew his name, but he was not familiar with it. I just know that in the assessment, his ability score is very high.

My personal opinion is that I partially agree with Mr. Henlop's discussion, but I still have some opinions of my own.

Please say.

Jester waved his hand, gesturing for the young man to continue.

It's very simple. There is a very big difference between the two in terms of the sense of immersion in the characters.

Hearing what Geralt said, Henlop's own eyes became serious.

Geralt didn't pause and spoke in one breath.

In my opinion, the core of Japanese RPGs should be to set a relatively complete story, and the entire game world revolves around this story. The process of the game is mainly about telling stories. American RPGs generally set a more complete story. A complete game world. The game process mainly involves the interaction between the player and the game world.

Although they are both called role-playing, they play different things. In a Japanese RPG, a player plays a certain role. You may play Claude or Li Xiaoyao. In short, it will not be yourself. And Your mission is to interpret the epic stories of these legendary figures.

In American RPGs, the player plays the player himself. You play around in the game world and create your own story within the limits of the game. Although the story you interpret in the end may not be so heart-warming, tactful and bizarre.

At this time, a painter in Children of Mars. He was also a plot architect and stood up. His body was a bit fat and he was breathing heavily when he stood up.

Jester glanced at him.

The member of the Children of Mars immediately bowed slightly. He had a big beard, and he first introduced himself: I'm Samwise, and I also want to share my opinion. Jester was naturally obligated. This was originally a focused discussion. Brainstorming.

What the two colleagues just said was very clear, but I think it's still not intuitive enough.

The highest level of Japanese RPG is to watch movies. It has a complete plot with various twists and turns, but it is basically linear. The proportion of other things in the game is not decisive, such as the Final Fantasy series. Or the Dragon Quest series.”

The highest state of American RPG is exploration, a complete world, various weak connections, but every choice will have an impact on the entire world, and the final ending will be different. Today's video games are not perfect yet. If I have to say one thing that achieves this, I can only say it is the trpg tabletop game.

As he spoke, Samwise paused for a moment, with an embarrassed smile on his face.

I forgot one, and the other one is the boss's Foreign Lands Torment. Although this game only exists on paper, but just judging from the content of these hundreds of pages, I also think that if this game is real If it can be completed according to the boss's vision, then it will definitely become the standard in American RPGs.

When he heard his subordinates praising Quiet from a Foreign Land, Jester also smiled and said nothing.

Okay, let's continue the discussion. What do you think is the core definition of an RPG game? In addition to what many people have said before, regarding plot or exploration, that is to say, it should How to design to make an RPG game fun?

When it came to the specific discussion of the game, everyone present was a little reserved.

After all, in the history of Mars Entertainment, even a traditional American RPG has not been officially developed. Although some of these people like to play such games, they are still novices in making such games.

Jester waited for a few minutes, but there was no answer.

He didn't take it seriously, he just smiled and said calmly: Since you don't want to say anything, then I will tell you my opinion, and it will be used as a guide.

Actually, in my opinion, American RPG games can be roughly divided into four elements.

The first is the twists and turns of the plot and the rich characters, the second is the pursuit of exploring the essence, the third is the fascinating and diverse character creation process, and finally, the mature combat system. Of course, these four points are not absolute. For example, a role-playing game. It requires you to play a role. Do you want to experience the feeling of a hero? Do you want to experience the mental journey and ups and downs of going from nothing to becoming famous all over the world? The emotional communication of players during this period is what I understand. Core.

When you think about how to make games, you don't have to think about just one game. You'll never make progress that way.

After Jester finished speaking, everyone present was silent. They all frowned and thought carefully, recalling the paragraphs that Jester just said. To be honest, these paragraphs of Jester's The words gave them a feeling of enlightenment.

What we're going to discuss next is...

Just when Jester was having this brainstorming-like discussion with his new team.

Richard Garrett tore a piece of white paper full of handwriting into pieces and threw it into the trash can. The trash can not far away from him had already torn pieces of paper like this. Filled up.

Written on these white papers are his ideas for the new game he wants to make.

It's a pity that he hasn't slept all day and all night until he is in his current position.

None of them had completed anything that satisfied him, not even an idea. He also knew that Jester had formed a new development team. Although Mars Entertainment kept this secret internally, he did not find out any useful information. .

He didn't know what good ideas or ideas Jester had.

However, when he thought about the bet about kissing the donkey's ass, he couldn't sleep or eat well. He kept thinking deep in his heart countless times that he could never lose.

But the more this happened, the more confused his mind became, and the less he could think of what kind of game he should play.

Moreover, the biggest feature of Jester's games is innovation. No matter what type of game, in Jester's hands, he can always make games that are different from others. Although Richard Garrett directly sprayed He surpassed Jester, but he was really impressed by Jester's ability.

At this time, someone knocked on the door.

Someone pushed open the door and entered.

Richard Garrett looked up and saw that he was the assistant of his newly established development team.

Sir, should we hold a discussion meeting first to discuss how this game should be produced?

After a slight hesitation, Richard Garrett nodded, as if concentrating on how to make games. For European and American game companies, this is a normal thing, but in Japan such things are rare. This is the cultural difference between Japan and the United States. The Japanese value the development of personal talents more.

This is why, in later generations, when talking about famous designers.

The reason why Japanese ones are always more famous than European and American ones.

There are many experts in American RPG development in Weizhen. After all, they have been baptized by the development of this type of game again and again. Logically speaking, if we only talk about the development experience and ability in this type of game, Jie There is still a big gap between St.'s team and Richard Garrett's, the world's best American RPG development team.

However, this gamble cannot be won by making another Genesis. (To be continued...)

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