Game Development Giant

Chapter 850 Reality

In these articles, almost everyone expressed their shock at the motion-sensing devices and motion-sensing games they saw demonstrated by Mars Entertainment.

And it is asserted that this completely subversive game method will inevitably completely change the way players play.

Moreover, they also specifically stated that Mars Entertainment’s motion sensing equipment is already very complete, and a game that can run on this motion sensing device has been completed. Jester even revealed on the spot that in the end, As late as next year's E3 exhibition, players will personally experience this new somatosensory device.

This news is extremely shocking.

Not only players, but also the other two hardware manufacturers in the industry are starting to feel restless.

After all, Dreambox4 will be their future opponent, and currently, this time Mars Entertainment has put their top priority entirely on somatosensory, and it can also be seen that they are extremely confident in the future of somatosensory. , even when this generation of consoles still have at least two to three years of life, they will unabashedly announce it.

They must have predicted that it would be impossible for the other two companies to develop motion sensing devices that could compete with them. This is indeed the case. Both Sega and Sony had contacted their hardware development departments before because of the previous demonstration by Mars Entertainment. Xiang's press conference is not a highly confidential event, so it is not difficult for these two companies to understand the specific content.

After knowing the power of the current Mars Entertainment somatosensory equipment, the hardware departments of these two companies gave an answer after careful consideration.

The answer is very similar, that is, if they have sufficient funds and time, they can do it.

But the biggest problem now is that it is not difficult to have sufficient funds. What is difficult is time. Three years is simply not enough for them to complete the development, testing and official production of a new set of somatosensory equipment.

This also put the two families into a dilemma.

Although Ken Kutaragi is confident about the PS3 developed by the entire Sony hardware department this time. They even said in an interview that the PS3 could even be powerful enough to simulate the earth, but he was not sure about the somatosensory thing. It's still hard to judge.

As for Sega, the same is true.

Although both Nakayama Hayao and Okawa Isao feel that Suzuki Yu's Shenmue has great potential, after all, there are The Hero and the great success of Dreambox 3 here.

It's natural for Sega to have expectations.

Moreover, there is another little-known thing. That is, Sega is actually the most advanced in the progress of next-generation consoles.

According to predictions from people in their hardware development department, it may take at least two and a half years for Sony and Mars Entertainment to come up with the finished product of the next-generation console, but it may only take a year and a half for them to come up with their next-generation console. That's enough. This is a year-long time difference, coupled with the help of Shenmue, a work that has been highly anticipated by the entire gaming industry.

It is not impossible to complete a counterattack in the next generation.

Of course, Sony has not been idle either. During this period, they have been frantically acquiring some medium-sized game studios to become their first party. They are still attracting many Japanese game companies to join their camp.

Even many of Mars Entertainment’s third-party partners in Japan, which started with the first generation of Dreambox, have been roped in by Sony.

As for the reason, although Mars Entertainment asked more.

But the answers they received were the same, that is, Sony offered a price that they simply could not refuse.

Even Capcom has stated that after the third installment of Resident Evil is released on Dreambox 3, the fourth installment in the Resident Evil series will only be available on Sony's console.

According to someone from Capcom, a new Resident Evil developed specifically for PS3, a game called Codename: Veronica has also begun project planning, the person in charge said. Shinji Mikami is still the biggest producer in Capcom.

Jester also sighed a little when these things happened.

Historically, Capcom had a standard for balancing the industry during this period. They are responsible for several major IPs and are confident that they have the ability to balance the industry.

In fact, not only Codename: Veronica, a masterpiece originally developed by Capcom for Sega's DC, has been transferred to Sony's console, but also many other manufacturers have done the same.

Even Capcom is preparing a Sengoku-themed zombie game to be developed on Sony's new console.

It seems that this time, Japanese manufacturers feel that they cannot let a European and American platform company dominate the game market, and. Their in-depth understanding of the brand new console Sony is developing has given them enough confidence to put their money on Sony.

This is naturally extremely stressful for Jester.

The current Sony PS3, if compared to it, should be the original generation of the legendary PS2 in history, and its performance has almost reached the pinnacle of its contemporaries.

After all, this is the culmination of Sony's entire hardware development muscle.

Even Jester doesn’t think that on traditional game consoles, his Dreambox 4 can do better than the original PS2 in history, or even be as good as the PS2, which is already a very successful thing. .

In terms of hardware development, even the team he painstakingly built is still not as good as Sony's full support.

With the PS3 replacing the PS2 in history, and the strong support of Japanese developers, no one knows what kind of energy Sony will be able to unleash in the future. After all, the situation in the world of PS2 at the time, Jie Ste has experienced it personally, and he has a deep understanding of the power of this game console.

The rain is about to come and the wind is blowing all over the building.

Regarding this short period of tranquility, Jester could only express his feelings in this way.

On major forums and major gaming magazines, the concept of somatosensory has been hotly debated for some time. Players in this era still have some blind trust in these websites and media articles. Since these game editors are boasting that body sense can change the current game environment, it is natural for them to think so.

certainly. That’s not to say there’s no grandstanding.

Even if Sega and Sony deliberately send people out to confuse the public, there will still be such people.

It's so funny, hahaha, waving this stick around is also called somatosensory. So does it also mean that I use my fingers to operate the keyboard?

Such a post appeared in the comprehensive discussion area of ​​the official forum of Mars Entertainment, and this post quickly became a long thread of criticism - many people laughed at the poster for not understanding what somatosensory is. Fart here.

But the poster came prepared.

I don't know what motion sensing is? I'm really laughing. I'm in this field. The so-called Dreambox 4 motion sensing that Jester demonstrated before relies on the balance of the gyroscope in the handle, and then transmits it to the host through wireless signals. , does the host respond? In essence, there is no essential difference from the existing wireless mice. I wonder if there are mice with built-in gyroscopes. Otherwise, it will be more like...

What this poster said is reasonable and reasonable.

Some people have no choice but to ask, what do you mean by somatosensory?

Naturally, the poster was not to be outdone, and quickly replied: Real somatosensory? Very simple, the simplest. Motion capture is the beginning of somatosensory. What I am doing now is researching this aspect. As for what Jester is talking about about physical sensations, they are just people who don’t know how to do it. In the eyes of people who know how to do it, it’s not worth mentioning at all.”

This post was quickly encountered by Jester who came to the community again to see if there were any hot topics.

Jester thought it was funny after reading this post.

It seemed that some people still wanted to be convinced, so Jester replied below.

Who said that using props doesn't count as somatosensory? I advise you to go back and relearn what somatosensory is. Moreover, the reason why props are used to assist is also very simple, that is, if all captures are done with cameras, according to the current technology Generally speaking, the accuracy is too low, and there is no way to complete many game concepts. Moreover, in our vision, this auxiliary operation prop will also have to be dealt with in the game design.

This kind of response is unparalleled in increasing the player's sense of presence and immersion.

For example, the tennis ball in Dreeambox-Sports that I demonstrated to the media before. In the simulation, our operating props, in addition to being the operating props of the game, can also become the racket in the player's hand. In golf In the game, he will become the player's club. In our imagination, in the ARPG adventure game, he will also become the sword in the player's hand. You wave the control stick, and the character in your game will also wave the sword. , and even become the bows and arrows in our hands - if you make the action of drawing the bow in reality, the characters in the game will do the same.

I would like to ask, in this case, why do you still say that this is not a physical sensation?

Also, I can also reveal something, that is, what the poster just said, the so-called real somatosensory, our hardware development department is also in the process of research and development, we can even say that we are in this aspect The accumulation of technology can be ranked at the forefront in the world, and the answer is that, at least in the next generation, this kind of somatosensory technology that relies entirely on cameras for motion capture and does not require auxiliary operating equipment will be used on game consoles. It’s still a bit unrealistic to enter thousands of households.”

Of course, that's what we're working towards.

Of course, Jester's answer was indispensable for the approval of many people. After Jester's angry rebuke, the poster left the matter alone and never appeared to criticize Jester again.

This also made Jester feel a little disappointed that his prepared remarks were suddenly useless.

In fact, the current questioning of somatosensory is just a small episode. Some people are optimistic about it, and some people will naturally be optimistic about it. This is a matter of course. In the original history, such a market would often happen.

In the original history, Hiroshi Yamauchi once ridiculed 3D, and Nintendo's somatosensory plan was also accused of sensationalism.

And later facts proved that the process of history, or the changes of the times, did not recall a certain person's will as a transfer at all.

In fact, whether it is in this era or Jester's era, somatosensory has never been something that is instantly accepted by players and quickly becomes popular. Its development is full of countless ups and downs, and success is not It was achieved overnight. For example, the earliest somatosensory experience even dates back to before Nintendo’s light gun.

That was back in the Atari era.

Around 1982, Atari proposed a game concept that was extremely advanced even in the era of Jester's time travel, and that was to use thoughts to control the game!

Is it similar to what is said in some novels?

Atari was at its peak at the time, and they felt they were omnipotent in this industry.

Soon they put their idea into practice and customized a peripheral controller called AtariMindlink for their ace host Atari2600.

Atari is so proud of this unique idea that they even named the controller after their idea: Mindlink. But in fact, not only is this controller unable to connect to the player's brain and really know what the player needs to do - it just controls the game by sensing the movement of the player's facial muscles - more importantly, this genius-like During the testing of the finished product, the peripherals frequently caused players to feel eye discomfort. In the end, due to pressure from all parties, Atari shelved the Mindlink release plan, and this epoch-making peripheral was never actually launched.

Later, with the outbreak of the Atari crisis, Atari, a company that had once been extremely brilliant in the video game market, collapsed, and this plan came to nothing.

Of course, Jester also knows that even if Atari continues to work on it, it will basically be useless. (~^~)

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