Game Development Giant

Chapter 500 Discussion Meeting

If the editors of gamespot knew something about domestic history, they would give a higher rating to "Three Kingdoms" and "Qin Shang" than they did to "Three Kingdoms" and "Qin Shang".

In Jester's memory, as far as arpg games are concerned, "Qin Shang" is a game that he kept in his computer hard drive for a long time and was reluctant to delete it, both in terms of playability and addictiveness. Among all similar games that Jester has played, it is probably second only to "Diablo 2".

Jester looked at his dozen or so subordinates working on the text.

He could tell from their current expressions how subversive the extremely instructive text outline that Jester had given them was to them.

"Can the plot be written like this?"

Such an idea is almost the most real idea they have at this moment.

It is said to be a simple text outline, but in fact, the entire setting document about the game plot has five hundred pages of manuscript paper. If converted into the number of words, Jester has not counted it carefully, but it can be estimated. It needs to be 20,000 to 300,000 words long.

In fact, Jester has a very deep memory of the game "Planet Requiem".

If you play this game seriously, it will be very painful. It tells the story of the torture of a painful person. This game is not even "fun", it will only make you "addicted and unable to extricate yourself".

In other words, it has transcended the realm of "fun" or "not fun", just like a cup of bitter strong tea.

30 minutes after the game starts, you will feel very uncomfortable. The resolution is low and the picture is unpalatable. You want to clear it from the hard drive. 2 hours after the game starts, you still feel very awkward and find that the branch lines are complicated. There are so many bugs that you are considering whether to continue playing. After 10 hours of starting the game, you feel very uncomfortable. The plot is obscure and difficult to understand, the world is weird and weird, and there are countless inexplicable things. After 20 hours of starting the game, you feel painful, desperate, angry, Sad and repeated greetings to the ancestors of the maker. And cursed him to give birth to a child without a butthole, and then continued to be addicted to the game and couldn't extricate himself.

Once you beat it... you'll remember this game forever and forget all its flaws.

This is Jester's memory of this game. The more he plays, the more addictive he becomes. As long as he can accept the plot at the beginning, almost everyone who plays this game will be deeply shocked by the plot of this game.

Three days later.

Jester held a collective discussion in the development team, the first since the development team of "Planet Requiem" was established.

basically. Group discussions like this have become a norm in the development team of Mars Entertainment. This is also a behavior that Jester strongly advocated at the beginning of the establishment of Mars Entertainment to bring together everyone’s wisdom to discuss game design. .

Internal. Many people call it brainstorming.

This kind of discussion is usually staged, for example, this discussion is held at the beginning of the game. It is a more in-depth discussion about what kind of game we want to make and what form this game should be expressed in.

After a period of development, such discussion meetings will continue to be held.

But it’s a discussion at this time. It is no longer this kind of broad game discussion, but a more detailed discussion that goes deep into this game type and the specific plot.

Of course, this kind of discussion continues to deepen as the development time goes by. For example, this is the first time it is held. It is just to discuss how this game should be made or what American RPG should be. What a game.

This not only requires analysis of game types, but also analysis of player psychology.

Seeing that everyone attending the meeting had almost arrived, Jester knocked on the table and let everyone's eyes focus on him.

Mars Entertainment did not engage in any roundtable gimmicks when conducting this kind of brainstorming, but during the discussion, it was still very free, and basically everyone spoke freely. At the beginning, the moderator usually proposed the topics for discussion. .

This time Jester’s topic was simple.

But it's also very direct.

"Because we at Mars Entertainment, this is the first time we have truly produced a traditional American RPG. In this design team, there are fans of desktop RPG games. Of course, there are also people who have not been exposed to it, or have been exposed to very few. Therefore, we must first let everyone in the development team unify their ideas, and the first thing that must be unified is what kind of game we want to make.”

Jester said while looking around at the more than 20 people present.

Among them are the members of the Children of Mars that he recruited. These people will participate in establishing the plot, characters and other settings of the game.

He saw that everyone here was listening attentively, and Jester nodded with satisfaction.

"If you have any opinions on this, you can speak freely."

After hearing what Jester said, Henlop looked up at everyone and saw that several people seemed to want to say something, but they seemed to be worried that what they said might be reprimanded by Jester, so, Neither of them took the initiative to express their opinions first.

Henlop joined Mars Entertainment shortly after it was founded and is a senior RPG game enthusiast.

Not only do I like American RPGs, but I also like Japanese RPGs.

He saw that no one was willing to take the initiative to speak, so he cleared his throat and attracted everyone's attention. After seeing Jester looking at him with an inquiring look, Henlop Only then did he express his views on Jester's problem in a very calm tone.

"Actually, in my opinion, RPG is RPG."

Henlop spoke very directly in the first sentence, which made the people present a little confused, because now when people discuss RPG games, they will involuntarily classify this game first, that is to say, Is this an American RPG or a Japanese RPG?

In 1984, or even before 1985, there was no role-playing game in the world in which Japanese tabletop games evolved into video games.

It wasn't until 1985 that Shigeru Miyamoto's "The Legend of Zelda" came out, and with the help of "Dragon Quest" and "Final Fantasy", this type of role-playing game became popular all over the world. As many players are familiar with, this is the so-called classification method of American RPG and Japanese RPG.

Seeing the confused looks on everyone's faces, Henlop just smiled.

"Actually, RPG just means role-playing. The reason why there are American-style RPGs or Japanese-style RPGs is just because these two types of games have different emphasis on role-playing."

Hearing what Henlop said, several people present also thought carefully and then nodded slightly.

Jester said nothing, and there was no expression on his face.

"As far as I understand, what we call American RPGs is about playing, while Japanese RPGs are about experience. To be more vivid or vivid, one is more active in the way of playing, while the other is more passive. passive."

"The characters of American RPGs are roles. Classic American RPGs are deeply influenced by TRPGs. The opening scenes, configuration attributes, and features are almost essential links."

"The character's personality traits, choices, and behavior are basically the projection of the operator. Classic American RPGs have a broad degree of freedom, so in the end, everyone's character playing process is very different. This is the charm of American RPGs. Disadvantages It’s just that if you have too much freedom, too many choices will inevitably become cumbersome, and usually the broad degree of freedom will affect the coherence of the main plot, and the emotional experience of the plot is not as good as that of Japanese RPGs.”

"There are many such examples, so I won't give them all."

What Henlop said was well-founded. Naturally, the people present kept nodding. Even Jester had a smile on his face: "So you mentioned American RPG here, and Japanese RPG here." What does it look like in your eyes? How do you make the distinction?"

"It's very simple."

After hearing Jester's question, Henlop responded with a smile. \u003cer, the characteristics are all set by the plot, and the player plays the game more as an observer. The development of the plot, including some choices, is also based on the preset plot and character. The advantage is that it has strong storytelling ability, good plot coherence, and is very easy to arouse emotional resonance, because the atmosphere and emotional foreshadowing can be well controlled by the screenwriter. This is also the reason why many Japanese games play the emotional card. "

After Henlop finished speaking, everyone present applauded in unison.

"but……"

Having said this, Henlop rubbed his head in embarrassment, and then looked at Jester: "...but the boss showed us the plot text called "Quiet of a Foreign Land" that he had done before. The settings, as well as the settings of the game system, made me have a little doubt about the difference between American and Japanese RPGs."

Hearing what Henlop said, everyone began to think about the hundreds of pages of texts between Jester and them that they had all read before.

Three days is neither long nor short.

Enough people were present to read through these hundreds of pages. (To be continued...)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like