Chapter 512 510. Huh? Is that what I meant?
"It's over, it's over, boss, you've been beaten."
Early the next morning, when I entered the office, I heard the little secretary talking to me.
"Huh? What's the point?" Cao Yang was confused.
"It's true that you are teaching others bad things and not doing good things." The little secretary couldn't help laughing.
Cao Yang looked at the half-smile on her face and immediately realized that this guy was obviously making fun of him.
"Do you have time to do something serious? Are there any meetings recently? Do you have any urgent calls for me?"
"No, everything is fine."
The little secretary said with a smile.
"But boss, I think you should watch this video."
Zhuang Yurou took out her notebook and put it on Cao Yang's desk.
A video is playing on the computer.
The character in this video, Cao Yang, is very familiar. He is the island country game producer [Miyazaki Hidetaka] who has recently made a splash in the gaming industry.
This is a video interview that Hidetaka Miyazaki accepted as a product supervisor in the island country after Demon's Soul became popular. Since it was quite interesting, netizens reposted it on Station B with subtitles.
Looking at the number of views on the video, it has exceeded 1 million.
In other words, not all people watching this video are Demon's Souls players.
Cao Yang didn't know what this video was about, so he sat down patiently and clicked the play button.
The video is an interview with Hidetaka Miyazaki by a reporter from the island country, mainly asking him about the recent news about Demon's Soul.
"As the team supervisor of Demon's Souls, what did you think at the time to create such a work, and what improvements did you make to the work?"
Miyazaki Hidetaka said, "To be honest, I was not responsible for the predecessor of this game. At that time, SCE wanted to make a product similar to The Elder Scrolls.
Later, I became very interested in this project and took the initiative to apply to participate in the production. Later, the company gave me full control of the product.
At that time, we proposed several changes in order to make the Demon's Souls project a success.
The first one to be abandoned was the early goal of "making a replica of "The Elder Scrolls 4"".
Before I joined, this project had been moving in the direction of "Old Gun Like" in accordance with SCE's opinions. However, we believed that the same route could not surpass the original work, so we clarified to the team members that the general direction should focus on combat and Explore.
The second change is the perspective of the game.
The original production direction of Lao Gun adopted a production mode that can freely switch between the first-person perspective and the third-person perspective. However, if you want to pay attention to gameplay such as combat and exploration, you can only fix the perspective to achieve the most appropriate angle and combat expression. Ultimately, in multiplayer games, the third-person perspective also better reflects the gameplay.
So the game designed the perspective to be a fixed + third-person mode.
Because the game had already been partially completed, after the direction and design were changed, the content was all rushed. This was also criticized by players after the release, that is, the completion of our game was too low.
I would like to apologize to all the players here. We will definitely make a better and more complete work next time.
Third, for the project to regain its luster, it is necessary to reconsider the most important thing: the main axes that define the most essential part of the game, namely challenge, discovery, and a sense of accomplishment.
Our vision is to recreate the most essential source of fun in these classic RPGs using the latest technology.
We talked about the definition of these essential fun: "For example, in "Wizardry", you can experience the heartbeat of exploring the maze, the fear when encountering enemies, and the joy when obtaining props.
I think these are by no means good memories that have become a thing of the past. Those fun must be the most essential things. As a result, we redefined the main axis of "Demon's Souls" to make the team's vision for moving forward clearer.
When making "Demon's Souls", Ken Kajii and I still had this consensus: "Ignore the popularity and box office first, make something interesting first."
Although this is a natural idea at first glance, making games is also a business, and it is not easy to implement.
With production costs and investments of hundreds of millions and billions of yen, it is necessary to gather materials that can convince the management and executives that "this will definitely be a hit."
For projects that imitate popular masterpieces, it is easier to get money, but for brand-new projects, it is difficult to prove that they can really make money because there are no successful cases.
In fact, the elements of "Demon's Souls" that pursue game fun rather than selling points cannot be simply accepted.
We really spent a lot of effort to convince SCE.
It is worth mentioning that the fireproof girl who appeared in "Demon's Souls" was actually the result of SCE's request to add a heroine to the game.
"Developing a game with the uneasy feeling of not knowing whether it will be a hit or not is really stressful."
But even under such pressure: I believe that games that we even have to save time to play must have its most essential fun. I hope that today's young players can also taste the fun of that time. .
Under such expectations, the team continues to develop "Demon's Soul".
07 Three years have passed and the game is finally nearing completion. Find solutions through constant death, and overcome difficulties through countless challenges. This kind of game design is just like the vision we originally outlined, presenting the essential fun of classic RPG with the latest technology.
But in addition to presenting the essential fun, we have also prepared another core design. This is the online element.
We believed that most online games at that time had negative experiences with too strong social elements, so he began to think about how to build a system that would allow players to experience it easily.
One of the systems is asynchronous social interaction, which means text messages that can be left in the maze and death replays that can be left after the player dies. So far, a large number of online games rely on chat channels and voice functions for social interaction, which is equivalent to an experience similar to "making a phone call", but "Demon's Soul" is designed to have a light social experience similar to "sending text messages and emails".
"Demon's Souls" also has a system, the soul system.
That is, in the spirit state, you can be summoned or invade the world of other players, cooperate with each other or become enemies. Cooperation speeds up the main player to reach the BOSS battle, and hostility slows down or even hinders the former.
In other words, the protagonist of the game is always the main player, and other players are additional elements that add color to the protagonist's adventure.
In this game, we did not create an experience of "confirming intentions with certain people and then playing games together in the living room", but intentionally created an experience of "even if it is just for a moment, it will remain in our hearts forever." "Accidental scene.
We do this because of our personal experiences in the past.
One time when we were driving up a snowy mountain, we encountered a slope. The car in front skidded and couldn't go up. As a result, the cars behind us pushed one by one, slowly letting the car in front of us go over the slope.
The same is true for us. The car behind us pushed him over the ramp, but even if he wanted to thank the car behind him, he couldn't stop to say thank you at this section of the road.
On the way back, I couldn't help but think over and over again: Is the car at the end going back? I will probably never meet these people who helped me again...
Suddenly my mood was indescribable.
Later, when we recalled this incident, we felt that it was just like the cherry blossoms loved by the islanders. Because they are fleeting things, they will remain in our hearts for a long time.
As a result, this experience and idea turned into design and was integrated into "Demon's Soul". "
"Yes, I understand." The reporter nodded and continued to ask politely, "Then I see many people on the Internet say that the game Demon's Souls is too similar to Assassin's Soul and God of War Wukong produced in China. I don't know if you have this problem. As a game director, how do you view this problem?
Do you feel that your hard work has been tainted, or do you feel a sense of loss for not being a pure original creator? "
Seeing this, Cao Yang couldn't help but swallowed.
Isn't the question from the journalist comrade too sharp?
But actually the order is reversed.
If I have to say it, we should feel guilty, because we learned from Hidetaka Miyazaki in his previous life in game production, and also learned from many future products, so we have the current reputation and achievements.
This is entirely because Cao Yang is standing on the shoulders of giants.
And these giants may not have grown into giants yet.
Facing the reporter's question, Miyazaki thought for a moment, and then showed a free and cheerful expression on his face: "I think it is a good thing for the game industry to have imitators, because there are no regulations regarding this game. Only you can do it, no one else is allowed to do it.
If players have relevant needs, there will naturally be a market.
Although it is a pity not to be 100% original, the producers in our game industry have all gone through this step by step, adding some new things of their own based on the works of predecessors, and then Imitated and surpassed by the next imitator.
I also don't mind at all being said to be like the Assassin's Souls series, or like Bomi's God of War.
On the contrary, I felt it was a compliment. "
Miyazaki Hidetaka said seriously:
"It should be said that I was indeed inspired by Mr. Cao Yang of Bomi Company. Their Assassin's Soul game was very good.
When I played the game "Assassin's Soul Maple" for the first time, I was attracted by its exquisite scene production, three-dimensional maze design, very rich and cool fighting, and the blood-stirring executions and bosses. The war is deeply attracted.
You may not understand how I felt at that time.
The first night I played Assassin's Soul: Maple, I didn't sleep at all.
Because of this, I stood in front of the window all night.
Because this game deeply shocked me.
I always felt that Assassin's Souls was the game I wanted to develop.
All my childhood fantasies, my game designs, and the things I had dreamed about all became reality in this moment.
Let's put it this way, it is equivalent to the other half that you have been thinking about day and night, and can only dream about when you are dreaming, and it is impossible to exist in reality, suddenly standing in front of you alive, what he said, what he did, Everything matches the imagination in your dream.
This is such a terrible thing, but it makes people feel extremely happy.
I felt like I was surrounded by flower petals and sour lemons.
I really like the game Assassin's Souls.
But at the same time, I also fell into a deep inferiority complex, because our country's game industry developed very early, at least 20 years ahead of China. I didn't expect that in such a short period of time, China would already have It's really surprising that such a great game development company exists.
At the same time, I was also thinking, can I still have a chance to surpass him?
Can I make a better product than this?
My thoughts at the time were the same as your question, I was very desperate.
Because I came to a conclusion -
We can't make anything better than Assassin's Souls.
But then I figured it out, if you are born unable to become a genius like Cao Yang, then sometimes being a follower is the best thing.
So, from that day on, I became a follower of Mr. Cao Yang.
I hope to use my own way to make a different game that is close to Assassin's Soul.
The reason why the Assassin's Soul series of games attracts players can be summarized as that it does not follow the mainstream and goes against the grain.
The Assassin series does not blindly pursue high difficulty. Maybe they just don't want to be like other game companies that pamper players everywhere. Cao Yang wants to make a game like the FC we played when we were young, so that players can focus and overcome difficulties through their own efforts, so as to A game that gives you a sense of accomplishment.
I admire Mr. Cao Yang's pure spirit of playing games and am inspired by it.
So I also tried to make such a game.
Demon's Souls, in fact, can be said to have originated from the same dream as Assassin's Souls.
It is precisely because I borrowed Mr. Cao Yang's creative ideas that everyone feels that the two games have a similar experience. "
"What do you think of players saying that the game is too difficult, very hard-core, and does not take the players' feelings into consideration at all, resulting in a poor experience?" the reporter continued to ask.
“I had concerns about this before the game was released.
After the game was released, it was completely gone. "
Hideo Miyazaki laughed sadly, like Cao Yang, "I deeply understand Mr. Cao Yang's game production philosophy -
The difficulty of the game must be accompanied by the fun of the game.
Players have grown up in the game and have more fun. The difficulty of the game is just a process they must go through.
So the death penalty is actually part of the fun of the game.
If these seemingly difficult monster-fighting experiences are removed, the fun of the game itself will be lost.
I think if Mr. Cao Yang could see it, he would definitely understand what I did. "
In human words, it's—
As long as the game is fun, it doesn't matter whether you abuse it or not. You are here because you don't have the ability, or you haven't grown enough.
Cao Yang was shocked after watching the entire video: "Eh? So that's what I meant?"
Zhuang Yurou stood beside him, with his hands hanging down, looking at Cao Yang happily.
Boss, do you understand now?
As expected, when I opened the comment section of Demon's Soul, all the comments were related to me:
"Sure enough, there is an old thief in the world."
"If you don't learn from others and learn from Cao Cao, what kind of trouble will Hidetaka Miyazaki make?"
"No wonder I said this demon soul has a familiar smell of death. After a long time, it turned out that Hidetaka Miyazaki is a follower of Cao Cao."
"Well, it's been confirmed. Cao Cao has followers overseas. I'm afraid there will be more and more Souls series games in the future."
"Comrades, are you ready to offer your flowers and chrysanthemums?"
"It's over, I'm really beaten." Cao Yang felt a chill running down his spine.
No updates tonight.
See you all tomorrow (End of chapter)
Chapter end
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