Game Development Giant

Chapter 661 An idea

It was basically a pep meeting.

For a long time to come, the entire team will devote themselves to the development of the game.

To Jester's surprise.

When he told everyone that the team would inevitably work overtime from time to time, no one raised any objections. On the contrary, almost everyone still looked excited.

It seems they are extremely eager to complete this project.

Jester understands their thoughts, but he really doesn't expect these people to be able to do what they are thinking now.

This is a game that is destined to go down in history once it comes out. Who doesn’t want this game to leave its name in history? However, perhaps only Jester can imagine the difficulties that this project will face, which will last for several years. This kind of development time will make even fanatical developers feel extremely lonely. One year of development time may not be a problem for these passionate people.

But what about three years, or even four years?

No one knows.

Jester had already discussed the division of labor with the main groups before, so the division of labor process for the entire team was uneventful. Jester did not even take time to announce it, but directly sent a message to everyone. Make a division of labor list, and then after the meeting, go find the person in charge of your group. The rest of the matter will mainly be about game discussions.

Except for Jester, probably no one here has ever experienced this kind of open-world, highly liberalized game.

But Jester summed it up well in one sentence.

That is, this time we are not developing a game, but simulating a world.

Of course, we can't simulate the world, but we can do a small part, such as a village. For example, a small town. These are all things we can simulate, and what exactly do we want to do? To what extent? In addition to random weather, the alternation of day and night, and different characters making different actions at different times...

When he said this, Jester said it very seriously.

The most important thing is that I have talked about full visual interactive entertainment many times in previous development meetings. What I want you to achieve is. I want the protagonist, that is, the character controlled by the player, to be able to see what he sees Everything interacts.”

Jester's tone became serious: Do you understand what I mean?

After finishing speaking, Jester looked around the venue and saw hesitant looks on many people's faces. However, Jester did not give these people a chance to speak. He continued: You should know that I am not interested in this product. How much emphasis is placed on games... and the so-called full visual entertainment interaction, I have explained it many times before, I believe you are familiar with it. And you also know what this means.

Of course everyone here knows what full visual entertainment interaction is.

As the name suggests, to put it simply, as Jester said before, the protagonist can interact with all the people or objects he sees.

For example. Everyone can have a conversation and ask different questions or at different times. The answer is different. Another example is a table. All drawers can be opened, and there may not be anything inside, but they must be interactive.

This is very difficult to do.

For example, in the original Shenmue, to what extent did Suzuki Yu achieve full visual interactive entertainment?

Let’s give an example.

In Shenmue, because the background is modern, there are some arcade rooms on the streets, and players can enter the arcade rooms and interact with the people inside. Such simple interactions are certainly not worth mentioning.

The most amazing thing about Yu Suzuki is that all the arcade machines in this arcade room can be played by players. Players can play any arcade game in the game, and these arcade games are also A classic from Sega's arcade machines.

To future players, this may not seem like a big deal.

However, for the era of Shenmue, this was almost a miracle, a miracle that shocked the entire industry.

However, for Jester, it may be difficult for their next-generation console to achieve this. Therefore, Jester has set the background in ancient times. As for the game, of course, some small game systems will be added, such as Talking about some collection systems, it is like small games such as fishing or hunting. Especially with today's technology, it is difficult to implement them in the game at the same time.

This kind of mini-game can be used completely.

It not only reduces the difficulty of development, but also increases the playability of players.

Under Jester's repeated emphasis, the entire development team still guarantees to meet Jester's standards. Of course, Jester does not know how to adapt. If in the future, everything cannot be solved after exhausting all methods, Naturally, there is still a backup plan.

Finally, what we are discussing is a small system that I just came up with. This small system is very helpful to improve the gameplay... Jester didn't speak fast and his voice was not loud when he spoke.

But after hearing Jester's words, those who were not very energetic before suddenly cheered up.

Jester didn't take it seriously. After all, even he would be bored with such a long meeting. He just looked around the scene and said a few words: I call it the trophy system or It’s an achievement system…but I’m still a little unsure about how this system should be put into the game.”

Just hearing the name, it was difficult for everyone present to understand what the trophy system or achievement system Jester was talking about was.

In Jester's memory, the first game company to add this kind of system to a game was Microsoft. They added it to their gold membership. Originally, this was just a small idea, maybe it was just a small idea. It was a whim of a Microsoft employee who didn't think how great this thing was, and the reason why it was developed might be that it was really interesting.

But this thing affects the entire game development industry to a certain extent.

Even in later generations, if your game, whether it is a stand-alone or online game, does not have achievements or a trophy system, people will criticize it as an insincere work.

Achievements or a trophy system? What is it?

When everyone was confused, Mark Saini, who was sitting next to Jester, asked directly. (To be continued...)

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