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Chapter 13 Different Aesthetics

With a gameplay prototype that can be referred to, it is not difficult to design the core gameplay.

Although Japanese game manufacturers in the same era will also imitate core gameplay. But perhaps because Japan's local electronic game industry is too developed, they do not look down on foreign electronic games.

Therefore, even if they imitate, they are the core gameplay of Japanese domestic games.

In addition, in home game consoles, especially Nintendo's system, there are almost no manufacturers other than Japan that can launch games on Nintendo's game consoles except Blizzard.

Therefore, Japanese home console games began to have their own style.

However, unlike other fields in Japan, Japan is the mainstream in the electronic game field. Therefore, although Japan's games are unique, they are also accepted by players around the world.

Because at the same time, other countries and other styles of games were not as good as Japanese games in terms of fun.

Although Kanhem was still a little psychological burden at the beginning, after redesigning the gameplay content according to the existing core rules, he felt relaxed.

He is not good at personnel management and other aspects. Even when it comes to making games, he can also make everything. He can make the first generation of "Magic Gate" by himself. However, being able to do anything does not mean that he is proficient in all aspects.

Moreover, in his observation, he found that the general aesthetic trends of Korean players are almost the same as those of American players.

It seems that people in East Asia like the young and cute image. Specifically, they have short limbs, big heads and big eyes.

Even in the new series "The Magic Card Girl Sakura" released in Japan this year, the protagonist Sakura Kinomoto's eyes are almost as big as half a face.

The aesthetic trends of popular works in the United States and Europe in recent years have completely contrary to each other.

Starting from Britain in the early 1990s, the Western world began to criticize the eroticism of romance (meow) children (meow) fetishism.

This is not only a crackdown on those who truly commit a child-loving habit, but also a publicly vulgarized child-delusion. It also affects a large number of fish in the cultural field.

The first thing that was strongly banned was the novel written by Russian-American writers and its adaptation of the movie "Lolita".

In addition, it expands to the entire cultural field, and electronic games, as a part of cultural entertainment, naturally cannot be separated from it.

In Japan's rating system, the game has no problems, because the appearance of the game characters is too young, and the rating level will be increased in countries such as the United States and the United Kingdom.

Not only that, after the trend of love (meow) children (meow) obsession passed, many organizations such as small animal protection organizations and feminist protection organizations have cleaned up literary and artistic works.

If a game clearly kills a small animal that exists in reality, then wait for demonstrations and wait for public opinion to be removed from the shelves.

If the female characters in a game are too beautiful and will make the players feel pity, then wait for the feminist organization to march and demonstrate and say that you can objectify women.

Therefore, the images of electronic games in Europe and the United States began to develop towards another extreme, and ugly and weird images that were different from the real world began to appear in various games.

At the beginning, neither players nor practitioners liked this style, but what's strange is that after three or four years, no matter the producer or player, it subconsciously felt that there seemed nothing wrong with this image.

Kanheim, who was aesthetically alienated in this way, dared not create the character of this new game by himself.

Although his own aesthetic has been alienated, he knows that the aesthetic of Korean players is not like this.

When Kanhem and the people from the Envy Group of Le Line Company talked about this, the Koreans all laughed.

In fact, compared to Japanese people, Kanhem doesn't like Koreans very much.

Although these Koreans look good in their clothes, they are not as humble as Japanese. I don’t know if they have not yet separated from the agricultural society. They speak loudly, very noisy, annoying, and not polite yet.

Although obedience is stronger than that of American employees with personality, behind their respect in person, they always mock him, an American behind their backs, intentionally or unintentionally.

However, Kanheim still endured it because he was about five times more than when he was working in the United States.

The group of chirping Koreans took about a week to finally draw out the schematic diagrams of each character and scene.

As Kanhem thought, the character they designed was a kind of person who looked round and fat, with a big head, big eyes, short limbs, and looked like the skin was candy color.

Destructible scenes such as brick walls and wooden boxes are also of the same cartoon style.

The bombs in the "Bombman" series were designed as water bombs by them.

Looking at several diagrams of the water bomb, it seems that if these diagrams are circulated, this is a water bomb that can constantly pulsate like the heart.

When Kanhem saw this water bomb, he suddenly had an idea and he had a new idea.

Of course it is a water bomb. Can players in the duel not die directly when the water column is concentrated when the water bomb explodes.

Instead, it is wrapped in a water ball. When wrapped, the player cannot move himself. Teammates come over and touch it to rescue him.

If the enemy comes to touch or explode with a water bomb, the character controlled by the player will die.

Um……

You can also add a rule, that is, the time for this bubble is eight seconds. Once the bubble is over eight seconds, the bubble will burst and the player can continue to move by himself.

Players on both sides can engage in a series of strategic games based on the player wrapped in water.

For example, you can blast again when the opponent comes to rescue his teammates.

The more Kanheim thought about it, the more he thought this idea was good.

Even...even the problem of game violence has been solved.

After all, this is not a bomb and it will not be related to any terrorist organization.

You know, at the beginning of "Bomb Man", it was planned to be called "Bomb Man".

However, before the game was released, people from a European country used bombs to attack themselves.

In order not to cause panic, "Bombie" had to change its name to "Bombie Man" worldwide. In that country where the self-destruction incident occurred, the game was not released until five years later.
Chapter completed!
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