Game Development Giant

Chapter 467 The Four ACs

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"Teacher, that's what I think, but I know that I don't have the qualifications yet. I hope to do my best to make this ninja-themed game well before returning to Japan."

Itagaki Tomonobu immediately added.

He was also worried that Jester thought he was too ambitious.

Jester pondered for a moment, and then nodded: "Actually, it is a good choice for you to study in the headquarters. After all, you have not really led a team. This time I have seen your position arrangement. , is the main planner and second producer. This kind of experience will be very beneficial to you when you return to Japan to form your own team in the future."

"Thanks."

Itagaki Tomonobu is naturally endlessly grateful.

After Itagaki Tomonobu left, Jester fell into deep thought again.

In fact, there are many things he wants to say about action games, but some things are limited by the times, the hardware, and the experience of the listener. He cannot say it too perfectly.

For example, "Ninja Gaiden" produced by the Pantless Demon the year before last.

Undoubtedly, this is the most outstanding action-adventure game on Dreambox. In such a 2D pixel screen, the creator of "Take Off the Pants Demon" has shown obvious stiffness and floating effects. Players will clearly feel that each sword strikes the enemy, not the air. In this era, it is impossible to sense this through strong sound effects, vibration of the handle, or even screen shaking and slow-motion close-ups. special effects. As the only way for players to feel the sense of blow, it comes from the feedback from the enemy after being hit.

In this era, being able to do this is the pinnacle of an action-packed game.

Actually. In addition to seeing a game company that can do this in "Ninja Gaiden", Jester has never had a second company that can do it on Dreambox.

"Avengers" can do better on the arcade, but after being transplanted to Dreambox, the level is not as good as "Ninja Gaiden".

In later generations, there were three games that were hailed as the pinnacle of act games.

"Devil May Cry" by Hideki Kamiya is the first of its kind in a generation of 3D action clearance games. It has almost established the production rules for all such games. It is as classic as a textbook. It tells everyone how action games should be made in the 3D era.

Itagaki Tomonobu's new "Ninja Gaiden" is an undoubted classic that has reshaped the image of action games in players' minds and is called by many players as the best action game.

The third game is still "Bayonetta" by Hideki Kamiya. In the era of decline of action games, it is a game that maintains the last dignity of action games.

The characteristics of these three games are very different. Each has their own greatness.

The infinite floating combos in "Devil May Cry", the ever-changing combination of tricks in "Bayonetta", the amputated limbs, decapitations and flash kills in "Ninja Gaiden".

The feeling of hitting depends on the cooperation of the opponent.

Such as "Devil May Cry". Infinite combos, infinite floating, these are very exaggerated and unreasonable things, but the producer made them look like the effects we need, because every time there is a "pah pah pah pah" that comes into effect. a feeling of. Although the enemy was retreating after being hit, it still hindered the forward movement of Dante and Nero, which formed a continuous combo.

The impact requires a reasonable physical expression.

Floating. Blows, knocks, knockdowns, chases, dunks, throws, etc. can all achieve this physical expression. Everything must have a cause and effect, and provide correct feedback on previous actions. Technically, this can be embodied in the following very simple technical method: in a fast-paced battle, create a pause on the screen when being hit. Therefore, our sense of impact is generally reflected in this way: "Pah-pah-pah-pah-pah", the front is flowing smoothly, and the back is thunderous.

"Bayonetta" and "Devil May Cry" are actually the same sentiment, but it is much smarter than the clumsy giant sword in "Devil May Cry". Yu Jie can use not only swords and guns, but also various high-tech weapons, including With that divine whip and those two pairs of long legs, the complexity of Bayonetta's move combinations surpasses that of her peers. What's even more commendable is that the feedback from any of her stunts is extremely different.

The impact of "Bayonetta" may not be as explosive as "Devil May Cry", but it is still attractive, with a strong and tough atmosphere in the gorgeousness.

But "Ninja Gaiden" is just another style. Some strange players even claim: ""Ninja Gaiden" has no sense of impact." That is a huge injustice. Their so-called sense of impact may be some "pah bang" It’s just the sound effect of a combo of “papapapa”.

If this is also a shock, then Penguin can also make "Ninja Gaiden".

But Itagaki Tomonobu's original intention when designing "Ninja Gaiden" was completely opposite to Hideki Kamiya. "Devil May Cry" and "Bayonetta" seem to move as fast as lightning, but they are actually slow-paced games. Although Ninja Dragon has many close-ups, it is a fast-paced game.

"Ninja Dragon" does not give the opportunity to judge each blow, so the sound effects of the blows are not that outstanding, but they are the most realistic, because that is the sound of the knife cutting into flesh and blood. In addition, beheading, amputation, and a Flash kill is the most surprising special effect of "Ninja Dragon". The direction of severed limbs and blood splashing is truly in line with the principles of physics.

After playing "Ninja Dragon", I realized that cutting people with a knife is not cutting grass, nor is it a chef cutting cattle. It is not so smooth. When the knife penetrates real flesh and blood, you will get a real sticky feeling.

This is also the reason why Itagaki Tomonobu is as famous as Hideki Kamiya in the field of action games, and "Ninja Dragon" is not inferior to "Devil May Cry" in terms of reputation and quality, because Itagaki Tomonobu is as famous as his "Ninja Dragon" "Dragon" has completely broken away from the rules established by Hideki Kamiya back then and embarked on a brand new path that belongs to him.

Of course, European and American manufacturers are not without progress.

Jester stood up and stretched. He was still a little tired when thinking about these things hidden in the depths of his memory. He was also considering whether to make an action game in the future - —For example, consider it his first game after the release of Dreambox 3.

The more I think about this. Jester felt more and more excited.

Therefore, when recalling these great games from later generations, he would always analyze them in great detail, hoping to find out some of the designers’ thoughts on this type of game when they were being designed, and then he would For reference, use it in your own games.

This was the case every time he made a game before.

For example, after he had just thought about the characteristics of the top Japanese action games, he naturally thought of the rise of European and American action games in later generations. Those are the hallmarks of great action games.

The most noteworthy one is the "God of War" series.

The immortal masterpiece of Santa Monica Studio, one of the top three studios in North America owned by Sony in the future, will be a great work that heralds the European action game renaissance.

And when they learned from Japanese act games, they developed their own unique path.

The advantage of European and American Act is not in the gorgeous moves, but in the feedback behavior in the game. The combat actions of "God of War" are actually very simple, far less dazzling than the Japanese Act game that gives players the dazzling feeling, but the feedback given by the enemy But extremely colorful.

why?

It's because it's in the "God of War" series. The qte system has been thoroughly developed.

Of course, this system is not the first of its kind in "God of War". This great system exists in "Prince of Persia". As for whether "Prince of Persia" is the first of its kind. Jester wasn't sure, but Jester had never played any of the games earlier than "Prince of Persia".

So what is the qte system?

A more specific version of it. It should be the abbreviation of rapid response event. For example, in "God of War", an action animation has been prepared for this rapid response event. The player only needs to press the keys prompted on the screen, and then this animation will appear.

For example, in "God of War 3", when Kui Ye is killing a certain monster, at a certain moment, the handle buttons light up on the screen, and then the player presses those buttons in sequence in the order they light up on the screen. Press the button, and Kui Ye will show his very cruel side.

He will kill your opponent in a very cool way according to the program set by the game developers.

The action feedback of European and American Acts is more real and reasonable than that of Japanese Acts. Endless combos are meaningless. Finishing moves are the way to express the sense of impact. At least they think so, and many games will be gone in the future. Wrong way - when fighting, it is weak and weak, like cutting grass; but when it ends, it is as violent as thunder. This is too much and not enough. Do you still remember how a bunch of third-rate Act games are handled? That's not a game at all, but a simple interactive real-time calculation cartoon.

Many times, even if the feedback effect is the same, your psychological state is still very different due to the different ways of implementing the feedback. This is a very wise and wise view. Many games have paper doll systems, and this paper doll system is the reason for the real sense of impact. To put it bluntly, the sense of impact is not visual or auditory, but a " "Tactile touch" - if you press your finger just right, the character will give you a reaction action just right.

Just like the parry and counterattack in "Assassin's Creed", the timing is clever, and the feedback action is also extremely wonderful. The most refreshing time for you is not the close-up of the finishing move, but the moment when you hold the opponent's attack and make him stiffen. In an instant, this is the feeling of impact.

Thinking of this, Jester also had the answer.

He knows what kind of game he wants to develop on Dreambox 3, a console that is still under development. (A great pie-in-the-sky event, a cool mobile phone is waiting for you! Follow it~ Click on the official account (add friends on WeChat - add official account - enter dd) and participate now! Everyone will win a prize, follow dd WeChat now Public account!) (To be continued...)

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