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Chapter 584 Difficulty and Easy

Jester originally planned to talk to Itagaki Baonshi about the combat system, such as Capcom's specialty in setting, which is the connection of moves.

Many players may not notice some small settings in the clear-cut level-through game. Some settings they take for granted, but very exquisite, such as what Jester and Itagaki Baonshi said before that gives players the right to move with full and absolutely free.

This setting is taken for granted by players because this is the reality.

However, this setting is indeed the first one of Capcom's designers.

Secondly, Capcom's setting in combat.

When playing games like Capcom, when controlling the characters in the game to fight, you often find such a scene, that is, after the characters controlled by the player continuously punch the enemy, the enemy will straighten. After the hard straightener, continue to press the button of the punch, the characters in the game will no longer punch, but will use moves similar to throwing the enemy to fly.

For example, in "The Tornado", the mayor bends the enemy over and takes over the shooting skills, and baby in "The Famous General".

In fact, because Jester has not studied the action game too deeply, and Mars Entertainment's main energy is not in this regard. Although Mars Entertainment has also produced action games like "The Knight of the Round Table" that directly changes the way of passing the Qing Dynasty, in the field of action games, Capcom is still the most influential in this world.

The settings for how to make many action games fun are first proposed.

It can be said that without shooting skills, no slippage change, no air change, no eye pressure continuous skills, the action game is not fun. Without Capcom, there is almost no such thing.

However, this question is too in-depth. If you talk about it, you may not have enough talk about lunch. There are still many things that Jester has to deal with today, so you can only wait until the carnival is over and continue to talk with Itagaki Satoshi. Anyway, Itagaki Satoshi will not leave the United States until this action game called "Shadow Blade".

Of course, there is still some time left. Jester plans to talk to Itagaki Bashi about a game that he needs to talk to.

That's the difficulty of the game.

Jester was very worried about Itagaki Baonin because Itagaki Baonin had a too pathological pursuit of the difficulty of the game. Of course, this is also the charm of Itagaki Baonin's game. If "Ninyu Dragon" is not that difficult, it may not be so attractive.

However, if it was a completely mature Itagaki Bashi, who had been more than ten years later, Jester would naturally not talk about this issue with him, because Itagaki Bashi had deeply understood the subtle balance of difficulty and refreshing. Few designers could grasp this balance. It could not only abuse you again and again, but never throw away the handle. Instead, it would actively seek abuse again and again.

It can be said that this is a kind of trembling pleasure.

However, now A young man, Jester, who is a fledgling young man, doesn't believe that he has such ability and level.

If you care too much about the difficulty of the design, it is very likely that this will become a very difficult game but without any fun to play. Such a game will not sell much sales.

But Jester didn't want to affect Itagaki's design ideas. His spirituality in action games, because in Jester's eyes, the height that Itagaki's future can reach is much more important than the success or failure of such a game.

"Itagaki, it's almost noon. Let's talk about the last question. I really want to know what you think about the difficulty setting of the game." Jester deliberately pretended to be indifferent and asked casually. After saying that, Jester's eyes fell on Itagaki's face. He really wanted to know the answer to this question.

And Itagaki's answer did not disappoint Jester.

"I like to make the game more difficult. I think the more difficult the game is, the more fulfilling the players will feel after they can pass it."

His tone was also very confident.

“Sense of accomplishment.”

Jester did not immediately express his opinion on Itagaki Bashi's answer. He first repeated the three words "Itagaki Bashi's sense of accomplishment" and then looked at Itagaki Bashi with a smile. When Jester knew that Itagaki Bashi was a little uncomfortable when Jester saw it, Jester just withdrew his gaze and said in a very calm tone.

"To be honest, I said before that you will make the idea of ​​this game. I just came to check it out for you. Although my name will be written on the column of the game's producer, you also know that this is Sega's request. Therefore, I really gave this game to you. You are the first producer of this game. You have the final decision on the difficulty setting of the game, and I will not interfere."

As he said that, Jester looked at Itagaki Bashi's face at this time. As expected, a hint of joy appeared on Itagaki Bashi's face.

Jester didn't care. He smiled and continued, "However, for the quality of this game, I have to discuss this issue with you. Otherwise, if you do it too hard and the sales are too ugly, although our Mars Entertainment has a minimum of one million sets of underwriting, if one million sets of games with my name are really not sold, then I will have no place to save my face."

Hearing Jester's last teasing of himself, Itagaki Baoni couldn't help but smile.

"Tell me, I just listen."

He nodded sincerely, but after hearing Itagaki Baonshi say this, Jester shook his head and said, "Itagaki, don't put yourself in the position of a student. You are very talented. Have you forgotten what I said just now? You are the one who has the deepest understanding of the Qing Dynasty game and the most talented one I have ever seen. You have to cherish your inspiration, your thoughts, what I said, you can only refer to, not accept them all, understand?"

Jester's words were very harsh, and Itagaki Bashi seemed ashamed when he heard them.

He lowered his head and said sorry in a low voice.

But Jester waved his hand: "No need to apologize, I said, our current status is equal. We are discussing how to make a game, instead of teaching you how to make it. Okay, I'm going to tell you a long story short, or about the difficulty and ease of the game. I really want to hear what you said is a little more difficult, and how difficult is it?"

Itagaki Baoni was a little confident about Jester's question.

During this period, he was always considering this issue, so after hearing Jester ask him, Itagaki Baoni just thought for a moment and began to say: "Actually, many of the details are insignificant. In the final analysis, it is a point of view, that is, all the designs in the game are designed to kill players."

"oh."

Hearing what Itagaki Baoni said so directly, Jester agreed, and Itagaki Baoni's view was a little surprised.

Because in the future, he once heard another act game master, Hidetaka Miyazaki, who is the producer of the Soul Series and Blood Source, often talked about it. At that time, a reporter asked him why he could make the game so well. Hidetaka Miyazaki smiled and said casually, because all my designs in the game were to kill players.

"So……"

Of course, Jester would not just listen to Itagaki Baonin's talk in general. He had to deeply understand his understanding of the difficulty of action games.

“…How do you maintain a balance between difficulty and playability?”

Thinking that Itagaki Baoni might not understand what he was trying to express, Jester further explained: "In other words, how can you keep the desire to continue playing while making the player feel disgusting difficulty, and not give up on this game directly? You should know that a game that is too difficult will cause the player's character to die many times. If he dies more times, then it is inevitable that the player will have a bored mentality and they will not continue to play."

As he said that, Jester paused slightly and added.

"Apart from what you said about accomplishment, because I don't think this is a key factor that can balance the difficulty."

"this……"

Jester's question indeed made it difficult for Itagaki Toshinobu. He had been thinking about how to design the game technically. Of course, this was not the difficulty of changing the numbers casually. He had never thought about the question asked by Jester.

However, Itagaki Tomoto also had to admit that Jester's question was indeed very accurate, and he had neglected to consider it before.

Indeed, as Jester said, if you cannot balance difficulty and playability, the biggest possibility in the end is that players will abandon the game they have designed with great effort like they are abandoning them. The best result is that they are just liked by a few very core players. As for sales? Itagaki Pasun Nobuki can foresee that such a game will definitely be sales in the end.

For him, it doesn't matter if he makes a game.

But this is absolutely not possible for games with Jester's name, because Jester's golden sign is too important for Mars entertainment.

In just a moment, Itagaki Baoni felt the heavy burden on him. (To be continued, please search for Astronomy, the novel is better and faster!
Chapter completed!
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