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Chapter 603 An unforgettable setting

This is really very annoying.

At that time, Jester remembered that he was only in high school and this place was stuck for a long time. In addition, there was no way to find strategies at that time. The game was also in Japanese, so he could only communicate with friends who also played PS2.

In addition, the city where Jester is in is not a big city. Only a few people in the school he is in have PS2.

Therefore, he doesn't have many opportunities to communicate.

Of course, on weekends, whenever you have the chance, Jester would still go to the video game store to ask the video game store owner. The owner of this video game store is very high. After being stuck for almost a week, Jester had no choice but to ask the owner of the video game store how he lived. At that time, the owner of the video game store showed Jester what the normal life should be like.

Jester was stunned at the time.

To pass the-end, you need to keep running. Te finds that you will shoot after you find out. After he shoots, a red dot will be displayed on the small map. This red dot is where Te just shot. At this time, turn on infrared imaging and you will find his footprints, track his footprints, go around his back, and kill him... This method of playing is very simple.

In fact, it is really troublesome to play. First of all, you have to back the board and remember several places where te often appears.

Anyway, Jester was annoyed when he thought about it, and Jester was also disabled at that time. After seeing the way the owner of the video game shop played, Jester suddenly felt that he had a hopeless feeling in this life.

However, after the owner of the video game shop saw Jester's expression, he smiled and told him a very special style of play. This style of play was the most unforgettable thing that Jester said, and made him feel that the game "Spillow Dragon Spy Shadow" instantly sublimated.

That is, in the ps2 system, adjust the time for about four weeks. Then enter the game and you will find that something different happened.

Jester, who was still a little confused at the time, did as he did.

Then, after Jester re-entered the game, he found that the boss who was so difficult that he couldn't eat was actually dead.

Death of old age.

Then, Jester went to the owner of the video game store and asked. After the owner of the video game store explained, Jester knew why this was the reason. That is, why this game is called "Sky Dragon Spy Shadow: Snake Eater".

Yet, the most important setting of this game.

That is, the time in the game is linked to your actual time.

In this game, when playing the plot of te, in the settings, te is almost old and adjusted for a few weeks. During this period, te spent the last period of his life, and died of old age. The player also successfully passed this extremely difficult level. Of course, the extremely difficult was for Jester.

After listening to the explanation from the owner of the video game store, Jester felt a deep shock. It is hard to imagine what this shock would be for a person who had just been in contact with top games for a long time.

Anyway, in Jester's memory.

He was shocked at that time and couldn't say a word.

This setting is so fucking good.

This was the only thought in his mind.

From then on, Jester became a loyal fan of the "Spy Dragon" series and Hideo Kojima without hesitation.

So, Jester and Hideo Kojima said such a setting, such a boss, and such a way of playing, and Hideo Kojima was even more excited to stand up from the seat when he heard this.

He looked at Jester with a look full of surprise.

Then, the respectful words were spoken out from his mouth like a cannon.

It can be seen that Jester's idea is indeed very consistent with Hideo Kojima's ideas, and it can even make Hideo Kojima unable to control his emotions.

It can be seen that this shocked him so much.

Listening to Hideo Kojima's praise, Jester was actually a little embarrassed, because this was originally some of the future Hideo Kojima's thoughts about the "Spirited Dragon Spy" series, but now it has become what he told him.

About ten minutes after Hideo Kojima left, Jester glanced at what he was going to say at the discussion meeting and was preparing to rush to the conference room.

In fact, there is a problem that Jester first needs to explain clearly to the participants, which is the issue of game development funds. This time the development funds are 200 million US dollars in real terms. All of these funds are included in R&D costs, and there is no publicity costs.

Because, whether in later generations or modern times, when it comes to development funds, there are many people who like to mix development and publicity funds together.

Jester remembers he read an interview about this.

The interviewee is a level designer at Warner Montreal Studios. One thing worth explaining is that many people may not know much about the role of level designers in modern games. Many people's understanding of levels is still limited to the thinking of arcades twenty years ago. In fact, it is not the same thing at all.

Never underestimate level designers.

Many people may have seen the last demonstration video of "Underworld 4" at the Sony pre-exhibition press conference at the 2015 e3 exhibition.

In this video, Naughty Dog demonstrates a great drama of speed chase.

Many people may ask, what does this level designer have to do with it.

In fact, the relationship here is so big. If you look closely at the video, you will find that Drake is driving a four-wheel drive jeep in the city. He seems to be able to do whatever he wants. It seems that the Sea of ​​God has become a liberalized game, just like the GTA, you can drive whatever you want, but you will also find that no matter how Drake drives in the demonstration video.

It can be seen that no matter where he drives, the armored vehicle chasing him can catch up from other roads.

However, in concealment, concealment is indeed a casual choice of road to move forward.

This is actually the level designer's powerful strength to make fakes come true. This is the Naughty Dog designed such a level with their top level designers, that is, the seemingly free path, you can choose at will, but this is just an illusion created by some clever arrangements.

What's behind these real illusions is.

No matter what path you choose or how you drive, as long as you don’t drive back, the destination you finally arrive will be the same.

This is the charm of level designers.

Let’s talk about "Sea of ​​Gods 4" here. Let’s continue to talk about the interview with Warner Montreal Studios. Another thing worth mentioning is that Ubisoft also has a Montreal studio, the famous "Assassin's Creed". It was originally a work of this studio, but these two are not one.

In this interview, this Warner Montreal level designer introduced in detail how much it costs to develop a top masterpiece.

The entire interview was conducted through question and answer.

At the beginning, the questioner went straight to the topic and asked the designer a very direct question, which was: "Does it take hundreds of millions of dollars to develop a game?"

Then, the designer immediately gave his own answer.

"If pure development is the most games, it is impossible to have such a high cost. Pay attention to it, just talk about development, not including publicity."

Of course, the questioner would definitely not be fooled by this designer.

After the designer had just finished answering, the questioner immediately asked the question he had prepared for, that is: "Why does gta5 cost so much?"

Originally, everyone thought that this question would definitely make it difficult for the designer to answer, but surprisingly, the designer answered very calmly: "Extra case! And the reason is that it is an exception is that people know that this game is profitable, so they can spend so much money."

Then, the designer explained in detail why gta5 costs so much money.

"Time + manpower, that's all."

"Gtav took 5 years, and the team all added up to thousands of people. At such a large scale, only Rockstar can do it - it has used so many people, so long, and the development tools are extremely stable. People are constantly adding content, so there are countless details, which are piled up by people x time = money."

Then, the designer explained how much it would cost to normally make a normal 3A masterpiece.

"In general, the cost must be controlled below 50m, that is, 50 million. If you exceed this number, it will be difficult to make a profit. So what is the concept of 50 million? It is a small team pre-production for one and a half years, plus a large team production for one and a half years. The entire production will be very risky after more than two years, because the cost is huge."

As for why the cost is huge, the designer also explained.

"I want to discuss the profits of the game here. A game costs $60. The money that really reaches the developer is only $20. The rest are all exploited by retailers, distribution, logistics, etc. If it is the publisher's own studio, it may reach $25. Then conservatively calculate, how many sets of a game costing 50 million can be sold to equalize it? Answer: 2.5 million sets. Is it difficult to sell this number?"

"It can only be said that it is not easy."
Chapter completed!
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