Game Development Giant
Chapter 626: Going to Japan again
In fact, in Jester's opinion, Hayashi Yosuke's "Ninja Dragon 3" still has some things to praise.
Of course, just a little bit.
The game is not something you can do well just by working hard.
"Ninja Dragon 3" is not Hayashi Yosuke's first "Ninja Dragon" series. He was the producer of the previous "Ninja Dragon: Sigma", but here's the problem. Hayashi Yosuke is producing "Sigma" At that time, Sulfate Face was still a project started by Sulfate Face. Judging from Sulfate Face's authoritarian character, Hayashi Yosuke must have been strictly supervised by Sulfate Face during the development process of Sigma.
Basically, the game is completed according to Sulfuric Face's ideas.
Of course, this is also the reason for the success of "Ninja Dragon: Sigma". Sulfuric Face's creative thinking is indeed suitable for the development of this type of hardcore core-oriented action game.
As for Hayashi Yosuke, who became famous at a young age, he joined the development team of Ninja Dragon in his early twenties and has gone through the development process of all the new "Ninja Dragon" series. Such a person would not want to integrate his own ideas and opinions into the game. What?
Of course it's impossible.
Hayashi Yosuke is a player, and he considers many designs from the perspective of a player. In "Ninja Dragon 3", you can feel this feeling everywhere.
That is for the series "Ninja Dragon".
"Ninja Dragon 3" is too young.
Apart from the characters, there is almost no similarity to the previous "Ninja Dragon" work. This is why this work will be criticized wildly by players. In fact, for Hayashi Yosuke, this is not "Ninja Dragon 3" is his "Ninja Dragon 1", and he wants to rely on this work. Completely getting rid of the influence of the previous sulfuric face on him.
Make a work of his own.
When people mention him again, they don't always say, oh, he is Itagaki Tomonobu's younger brother, a young man with great promise.
Rather, he is, Hayashi Yosuke, the producer of "Ninja Dragon 3" and an excellent designer.
Actually. The Japanese game industry, which is now like a stagnant pool of water, really needs people like Haya Shiyosuke who have ideas, hard work, and courage to reform. If the Japanese game industry really continues to decline like this without making progress, maybe It’s really like what Keiji Inafune said, there will no longer be a place for Japanese games in the world of gaming.
Of course, facts and ideas backfire.
It was precisely because of Hayashi Yosuke's arbitrary behavior that the "Ninja Dragon" series was completely destroyed.
Countless "Ninja Dragon" fans can't wait to eat meat. Drink its blood.
The difference between him and Sulfur Face before is just like what many people said, one is a mortal who works very hard, and the other is a genius with outstanding talents. And a mortal, in a field that requires creativity such as game development, will never reach the status and level of a genius.
Sometimes, a game has a fixed style. When a sudden major change in style is made, it is very likely to offend the old players, especially for those core-oriented games. This is especially true because these fans are extremely picky.
Of course, according to Sulfuric Face, he has a very good relationship with his younger brother, and he even said jokingly that his younger brother recognized him as his elder brother, and he would kill whoever he asked him to kill.
But in fact, from "Ninja Dragon 3", we can know that this is completely bragging with a sulfuric face.
Because my little brother mocked "Ninja Dragon 1/2" in "Ninja Dragon 3", there are too many places where he mocked Sultan Face. Anyone who can do such a thing to his mentor cannot be Sultan Face anyway. As he said, he has a very good relationship with his younger brother. Of course, according to his sulfur-faced character, it is not ruled out that he despises his younger brother for saying or doing something that is too outrageous.
Actually, Hayashi Yosuke's game design ideas are indeed very different from those of Sour Face.
For example, in "Ninja Dragon 3", Hayashi Yosuke set up a lot of system reminders, such as the joystick to prompt the route and other things that are much more humane than the previous two generations. He is using a normal person's The mind is designing games for a group of abnormal people. How can this idea be successful? You have to know, can a person who can love the "Ninja Dragon" series to death be a normal person?
And what about the sulfuric acid face?
He is a pervert. He designs games to take pleasure in abusing players. He makes it as difficult as possible, makes players feel uncomfortable, and kills players more cruelly.
After Sulfuric Face has given the name "Ninja Dragon" to define this extremely difficult style.
Do you want to change the style so more people can enjoy the series? It can only be said that you should just go to sleep, because the audience of act games will always be a small part. Those who don't like act games will not play your game just because you have lowered the difficulty.
Of course, according to Ninja Dragon fans, Hayashi Yosuke's destruction of the "Ninja Dragon" brand is an unforgivable crime and he should commit hara-kiri.
"Shadow Blade" has been developed smoothly during this period, and the first version of the trial demo has also been officially released. Itagaki Tomonobu has been able to say in the past few months for this short ten-minute process demo After all the hard work, Jester also gave a very high evaluation after the trial experience. The difficulty is indeed a bit difficult. Even on the lowest difficulty, it is very challenging to successfully pass the level.
Moreover, in some levels of the game, Jester can also feel the slow malice Itagaki Tomonobu has towards the players.
Often when some players have finally escaped a series of enemy attacks and think they have reached a safe place, a trap will suddenly appear in this place. If the player is slow to react, the game will basically be over.
To be honest, this kind of level design is a bit like the "Cat Leo", the most difficult horizontal version of the universe that was spoofed by later players. It is full of such malicious designs, although Jester doesn't like this. The way the level is designed, but I have to admit, sometimes dying in a very unexpected way is still very fun.
This is also because the 2D picture performance limits the designer's design ideas. There are many interesting designs that cannot be displayed in the 2D scene.
Jester discussed with Itagaki Tomonobu during the break how you would design the game "Shadow Blade" if given a 3D scene, and Itagaki Tomonobu was also very interested in this topic.
Some of the ideas in it can only be said to be very rough in the eyes of Jester, who has seen the works of Sulfate Face at its peak. It is not even as good as "Onimusha", the first work of Keiji Inafune to open a new act game, and Kamiya. "Devil May Cry", which Hideki established the design rules for all 3D action games, has matured. Of course, for this era, these two games will be considered works that will not appear ten years later.
And now Itagaki Tomonobu is just a young producer who is responsible for the development of a game alone for the first time.
People who have never experienced the 3D game boom, especially those from Nintendo who have laid the foundation for how 3D games should be made one after another, will not have such a complete thinking for 3D game production.
Therefore, it is completely understandable that the ideas are rough and naive.
Jester did not correct Itagaki Tomonobu's crude and childish ideas. It was not that he didn't want to, but he felt that it was not a good thing to encourage others. It was too early to say this now. When Itagaki Tomonobu himself experienced After being baptized by countless games, he will naturally have his own understanding, which is much deeper than telling him himself.
Even if I tell him what 3D action games will be like in the future.
Maybe because of his identity, Itagaki Tomonobu would think this is good and wonderful, but in fact, many game ideas, in addition to being based on the designer's ideas, must also be based on powerful functions. No matter how powerful the function is, designers can find out what kind of effects and functions such a function can design.
The two complement each other.
Many of the design ideas for action games that I mentioned were design plans after the PS2 era.
Looking at it now, it is obvious that there is no possibility of design. If you tell the other party this, the other party may only praise your bold idea and won't say anything else on the surface. In fact, in your heart, you are not sure what will happen. Complaining that you have no IQ.
Jester didn't want this.
Although it is said that the demo version of Itagaki Tomonobu's "Shadow Blade" has been made. After Jester saw it, he also thought it was good and can be further developed. However, this is not a project of Mars Entertainment, not what Jester said. After all, this is Sega's project. It is up to Sega to decide whether this demo can continue to be developed.
After all, the development funds for the two games Jester promised Sega were provided by Sega.
This matter did not require Jester to go in person, but because Yu Suzuki had returned to Japan during this time, the task Jester had assigned him before was to form a combat system design team, because in this regard Mars There are not enough entertainment people, and Yu Suzuki is not familiar with it in the United States, so he has returned to Japan during this time and is preparing to find some backbones in Japan to form this combat system design team.
Therefore, Jester wanted to communicate with Yu Suzuki about how his design team was preparing.
So, he decided to go to Japan himself.
It just so happened that the demo of "Shadow Blade" was handed over to Sega. After Sega approved it, he could directly send a message to Itagaki Tomonobu in Japan and let him start the official production of the game immediately. (To be continued...)
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