Game Development Giant

Chapter 524 The so-called crack

"Then, one thing I need to make clear is that for the game "Street Fighter", from the perspective of our entire development team, the most suitable game mode is 2D. Therefore, I am afraid that your hope will not be fulfilled by us. Before the development team is reorganized, there will be no way to satisfy you."

Mark Saini joked with a smile.

At this time, Jester was actually watching the 3D video that had been played from behind. It was more appropriate to call it animation than video.

In fact, after the future Dreambox 3 is finalized, it will be difficult to upgrade the game graphics to the level of the graphics just now. After all, no matter how the technology develops and how excellent the functions are, for the same generation, the game graphics cannot be better than CG. .

This is the truth, something that needs no discussion.

What kind of CG-level pictures are he bragging about? Even if you think about it with your buttocks, you know that this is impossible.

Of course, if you insist on saying that the graphics of "The Order 1886" have the CG level of "Advent of the Son" more than ten years ago, there is nothing you can do about it. After all, this was more than ten years ago, and the game graphics cannot reach that level. It’s not too surprising, but you said you want to reach the CG level of the same era.

That's just bullshit.

In fact, when Jester originally asked people to make this CG, he was thinking of "Mortal Kombat", a very classic hardcore fighting game. Moreover, in the design of the initial scenes and scripts, he was also preparing for something like "Mortal Kombat". It's the same as "Fight", but it's a bit more bloody.

For example, in cg. A ninja split into two people, one pulling the thigh on each side, and then exerting force at the same time. Bit by bit, Skye was torn in half from the anus to the head, with blood flowing out and all the internal organs leaking out.

This is a CG from "Mortal Kombat" that is more profound in Jester's memory, and it shocked him quite a bit at the time.

His blood flow accelerated the moment he saw it.

I think this is a real hardcore fighting game, like "Tekken" or "Street Fighter". Everyone should die. It is not a level issue at all and cannot be discussed together.

But after several discussions. For fear that such CG would produce some unfavorable results, the plan for CG films of this blood type was temporarily cancelled.

Of course, it was only temporarily canceled.

The result of Jester's discussion with the discussion group was to produce this temporarily hidden bloody CG when the game is launched. Then launch. In fact, essentially, launching this kind of bloody CG is of no use in promoting a game.

Although he will make some people who like hardcore fighting fall in love even more after seeing it.

But the more consequences may be that more people stay away from this game, but this is nothing to Jester's point of view. Basically, people who like hard-core fighting rarely have this kind of heart. I can’t introduce this bloody style.

Of course, later generations of "Iron Sparrow", the benchmark for hard-core fighting, began to sell meat. These types of games are becoming increasingly rare.

Jester himself appeared at the end, with John Carmack in front of him. In fact, at this e3 exhibition, there were not many games announced that could be released during the year. Mainly, it was to give players a picture. A wonderful blueprint for the future.

Moreover, according to the news that Jester has learned, their console development progress is still ahead of the curve.

As for why Jester is so eager to draw the power and beauty of the future 32-bit players to players who have just entered the 16-bit machine less than three years ago, the reason is also very simple, it is now The functions of the 16-bit computer have already limited the creation of games.

And the more Jester thought about it, the more he felt that this was the case.

In the original sixteen-bit era of history, both Sega and Nintendo lacked games with significant influence. It’s not that there are no good games, but there is a lack of games like the previous eight-bit era or the subsequent 3D era. Such a groundbreaking and hugely oriented game type.

This is very regrettable for game developers.

Many developers today, such as those within Mars Entertainment, actually have a lot of complaints about hardware limitations. They now have many very good ideas, but they cannot solve the functional problems.

Jester also felt a little regretful.

While thinking about it, he casually glanced at the table and saw John Carmack. He was also talking about the future. About the next new game of "Quake", it will be on the next generation console. It will be released at the same time as the PC.

In fact, although current consoles have not yet reached the level of running 3D smoothly, many people are already aiming at the increasingly popular first-person shooting game, that is, FPS.

But now this type of game is facing the biggest problem when it is transferred to mobile consoles.

That is, when Jester was first developing this type of game, he specifically referred to the operating methods of the keyboard and mouse to develop it. In other words, this type of game was born for PC. And born.

It is not an easy task to move this kind of game to the console and give players an experience that is no worse than that of PC players.

Jester doesn't know if anyone else has thought of a solution now, but in his memory, in the original history, it was possible to transplant the game type of pfs to the console, and allow the players of the console to obtain unlimited benefits. If the experience is worse than that of PC players, it will take five or six years for someone to achieve it.

Moreover, not even Carmack's id software had accomplished this feat at the time.

The game that accomplished this feat was Microsoft's biggest trump card after they entered the gaming industry, "Halo".

But now for Jester, this is not a difficult problem, it is just a very creative idea called assisted aiming. As long as he can propose it, Carmack can immediately implement it in the game. Regarding this, he Not worried at all.

There is another problem that is also affecting him during this time.

In fact, it's not just him.

At this time's E3 exhibition, after the heads of Sony and Sega came to Los Angeles, they met with Jester immediately and discussed this issue, which was about the cracking of their game consoles.

In countries with sound laws, such as the United States and Japan, cracking is still relatively rare. At least it is not as unscrupulous as in other countries in Asia or South America. In these countries, if you want to open The market requires a lot of effort.

Just like Sony and Sega, Jester also faces these problems.

But he knows that this is not a short time at all. It is even something that can be solved in the era before he traveled. No matter which generation of consoles, except for the just-released PS4 and XBO, they have not been released because of their short release time. In addition to hackers having time to crack, consoles of all generations, whether game consoles or handheld consoles, have never escaped the fate of being cracked.

Moreover, even the PS4, a newly released console, was almost cracked due to a vulnerability, although Sony has fixed the problem through a firmware upgrade.

Jester didn't pay attention to what Carmack was saying, and instead fell into deep thought.

In his impression, cracking has always been inevitable.

For example, for the first eight-bit computers, console cracking at this time started from the hardware aspect, and it was not directly targeted at the console, but at the game cartridge. Box, or in other words, the era of red and white consoles in Jester's memory, basically used game cartridges as storage media, and the cracking method at that time was to imitate genuine cartridges, so as to launch pirated copies of a variety of games at low prices. After game cards continued to develop, pirates also adopted large-scale integration to further reduce costs.

Jester has had the experience of playing Bully, so he has some understanding of this.

In the current era of 16-bit computers, the methods of cracking have changed. After all, for game companies, they are not just doing it for free. They will naturally develop new anti-cracking methods for the first time cracking. In addition, the current release time of 16-bit computers is short, so there is no particularly convenient direct cracking method.

Of course, your game cartridge is the prey, and the pirates are the hunters. No matter how cunning your prey is, it will never be as cunning as the hunter. After careful study, although the method was a bit troublesome, they still gave the 16-bit machine to Cracked again.

Generally speaking, the current cracking method is a method called disk drive cracking method.

The game data is copied to the disk drive through the floppy disk, and the disk drive has built-in storage space, and the game can also be run after connecting to the host. However, although floppy disks were cheap, disk drives at that time were very expensive, even more expensive than hosts. This method was not common.

But this is only for now. As time goes by, in less than two years, or even in just one year, the price of disk drives will plummet.

By that time, cracking machines will be rampant.

Moreover, this is based on the premise that pirates have no way to directly crack the cassette.

If the pirates crack the compilation language and encryption method on the cassette, then they can crack the 16-bit computer as unscrupulously as they crack the eight-bit computer.

This is the cracking situation of the two generations of home consoles so far. Although Jester’s meeting with Sony and Sega did not come to any conclusion, it does not mean that he is not worried. As time goes by, it will inevitably become more and more rampant. crack. (To be continued...)

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