Chapter 392 296POKENI's Black Technology!
Chapter 392 296.POKENI's Black Technology!
This weekend was not entirely a carnival for players.
At the same time, while Yamada Masaharu was playing games, countless Pokeni competitors were also carefully studying their new games.
From looking down on it at the beginning, it slowly turned into being awesome and terrifying.
Square Enix's president, Masashi Miyamoto, also spent two days and one night on the weekend, fighting hard in the world of Demon Hunter.
When he was operating Erwin to climb up the spiral staircase in the cave through the novice tutorial, Masashi Miyamoto's eyes almost popped out.
"Wait a minute."
"What are these?"
The reason why he was so shocked was that when he walked this spiral staircase for the first time, he didn't notice any changes, but just walked unusually comfortably and smoothly.
Halfway through, he suddenly realized that the position of the entire scene had changed.
In fact, it was not the position that changed, but because the camera in the scene was rotating along with him as he moved.
In a game with a fixed 45-degree top-down perspective, it is really unexpected that the transition is so natural.
Seeing this, a terrible idea popped up in Masashi Miyamoto's head-
How did Pokeni do this?
He controlled Erwin and walked backwards from top to bottom of the stairs. As he walked, the camera in the game was slowly rotating.
It started clockwise, but now it has become counterclockwise.
It is totally incomprehensible! ! !
Masashi Miyamoto folded his hands, stopped, and stared at the screen in a daze.
How do you describe this feeling?
It's like you are shooting a movie and playing the leading role in the movie. There is always a director outside, watching you through the main camera.
There are many cameras, each of which is controlled by a dedicated person.
Then through the director's deployment, you will always appear in the most suitable and comfortable camera.
This perspective deployment is really comfortable.
Originally, Masashi Miyamoto thought that walking forward and backward would cause some flaws in the game, because if it couldn't be so smart, it would be easy to have bugs.
But he didn't expect that no matter how he moved, how he turned, and even used displacement skills, the camera could keep up perfectly.
He used his skills to jump a long distance directly from the top of the stairs, and the camera also accelerated...
At this point, Masashi Miyamoto's thoughts were completely unable to keep up.
It could be guessed that Paradox might have used some kind of multi-camera, or that the lens had some complex rules written.
Now it doesn't seem to be the case.
Who can understand pokeni's black technology?
In fact, what Masashi Miyamoto didn't know was that the camera rules here were actually quite simple. It was a regional camera developed by Paradox's development team according to Qing Zhiyuan's idea, and it was also equipped with other fixed cameras, which were provided for planning through priority.
At the beginning, it was not as comfortable as Masashi Miyamoto's experience. The reason why he can play so smoothly now is entirely due to the planners in the Demon Hunter project team.
It was the planners, including Hidetaka Miyazaki, who ran and debugged over and over again to achieve the effect.
It is equivalent to adjusting through hard work and time on the basis of having black technology tools.
Masashi Miyamoto's feeling was not wrong, because Qing Zhiyuan's requirements for this game were almost equivalent to finding director Hidetaka Miyazaki to watch by the side and deploy all the cameras throughout the process, just to be able to make a good enough film.
All these efforts are worth it, and now Masashi Miyamoto's own experience can explain everything.
…
Masashi Miyamoto was really shocked when playing "Monster Hunter: Devil's Egg", not only about Paradox's camera system, but also about the monster settings.
In terms of monster collision, Paradox's settings are also quite excellent, making him feel extremely smooth during the game.
Big monsters occupy more space, small monsters occupy less space, and there are real physical collisions between them, instead of being completely superimposed on each other like the previous Demon Hunter or Diablo, which can attract a lot of monsters at once and then group A once.
In other words, you need to adopt smarter strategies in this game.
Paradox's exploration and creativity in 3D action games are really amazing.
Moreover, Pokeni's use of three-dimensional space in this game is too efficient, right?
After going around a lot of mazes, from top to bottom, almost all available space is used.
As soon as you go up this staircase, you will find that the exit of the cave is the entrance to another road.
At this time, you need to jump down from the cave and then go up or down along another road.
If you fail to understand the producer's design intention and think this is a dead end, then you will probably be stuck there for a long time.
The terrain of the entire game is fully utilized and turned into a three-dimensional maze.
Yes, it is a three-dimensional maze, not a two-dimensional maze.
For a two-dimensional maze, you can use the plane map to deduce on paper how to go.
If this road is blocked, try another one and you will always find the direction.
But for a three-dimensional maze, it is very likely that multiple roads actually have common intersections, and these intersections are superimposed on each other, just like a complex overpass. If you don't try many times, it is actually difficult to find the right road.
Sometimes you need to activate the mechanism to make some roads smooth.
In the game, Masashi Miyamoto often sees some stone doors with strange patterns engraved on them. At this time, you have to find a key or a mechanism to open them.
For collectors, playing Miyazaki Hidetaka's games is simply crazy.
Masashi Miyamoto is such an experience.
Just playing makes me feel that my brain capacity is not enough. Sometimes I have to find a piece of paper to draw. Not only do I have to draw a plane map, but I also have to mark the dependencies between the upper and lower layers.
Because this is a three-dimensional space structure.
When he thought of this, he couldn't help but admire the level designer of Pokeni.
What kind of perverts are these? They can actually think of such a maze design mode.
It is complicated enough to play, and I don’t know how they designed it in the first place.
In fact, in terms of design, it is much easier than the player experience.
Because when Hidetaka Miyazaki makes levels, he will think from the overall perspective and plan from a God’s perspective. All mazes will be abstracted and turned into routes. After Hidetaka Miyazaki completes the design, it will be handed over to the level planner for refinement.
After the refinement is completed, it will be given to the art department for production.
It is because this kid Miyazaki has an extraordinary brain circuit and a unique level design concept that many artists are crazy about him.
It takes more time and energy to make one level of Hidetaka Miyazaki than to make three levels of Shinji Mikami.
In the past, pokeni games were equivalent to painting.
In Hidetaka Miyazaki’s case, it became building a house.
Do you think it is easier to paint or to build?
In order to make the game better, Akane Ayase actually hired several architectural draftsmen for the Demon Hunter 2 team.
Because they had to calculate the floor height, wall thickness, object space, player strategy space...
At this point, it was no longer an art field, but mathematics.
A bunch of numbers, constantly calculating, made Hidetaka Miyazaki enjoy it unusually, but it also hurt his art classmates.
Some art classmates even complained to Qing Zhiyuan about making his levels, and were finally appeased by the president.
However, for the team, when the game was made and the finished product was available, the sense of accomplishment was actually overwhelming, and confidence was instantly there.
This is also the unprecedented change that Demon Hunter 2 brought to the Pokeni team.
…
Masashi Miyamoto played Demon Hunter 2, and the more he played, the more shocking it became.
Because the design concept, various methods, and black technology of this game are really different, and they are different from the games he has played before.
Paradox is really unconventional and has repeatedly surpassed itself.
The game is also gradually accumulated from simple to more and more complex.
This complexity is not a disparagement, but a compliment to Masashi Miyamoto.
It is easy to make games complex and to create new things. Just look for kindergarten children, they can do both.
However, the design of the game itself is complex enough, the mechanism is complex, the system is complex... but it can be made to feel not complex, even natural, and there is a sense of fun in exploration, which is amazing.
Complexity is not blindly complex, but complexity after careful design, the digital beauty in engineering, the complexity of spacecraft for exploring the universe, but the complexity of the appearance gives people a sense of technology beyond time and space...
Such things can actually be described as works of art.
It is an industrial art work of the late 20th century.
Masashi Miyamoto can only describe it this way.
He doesn't even know what kind of terrible products Pokeni can make in the future. Demon Hunter: Devil's Egg has already improved the mechanism of the game to this level. According to Masashi Miyamoto's idea, it is actually very difficult to make improvements on the basic level in the future.
At most, the graphics and quality of the game can be iterated through technological means and continuous progress of hardware, that's all.
He can't think of anything more.
The insiders are at the end of the road.
This is probably the most realistic portrayal of Masashi Miyamoto's mood at this time.
Pokeni is a company that cannot be defeated or even caught up with on the technical level.
It's terrible.
Is the producer good or the supervisor good?
If you think about it carefully, it is very likely that the supervisor is good.
After all, Shinji Mikami is the supervisor of this game, and his famous work is Diablo. The previous work of Demon Hunter was also developed by Shinji Mikami, so in Masashi Miyamoto's view, it is very likely that Mikami will lead the game.
In this way, Hidetaka Miyazaki should be just an execution.
But little did he know that, on the contrary, during the production of Demon Hunter: Devil's Egg, Shinji Mikami was busy with "Princess Mononoke" and basically had no time to manage "Demon Hunter: Devil's Egg".
And the president also asked him to give Miyazaki children enough room to play on the basis of good quality control, so that he can fully grow in the process of making games.
In other words, during the development process of this game, Mikami basically had a free-wheeling attitude towards Hidetaka Miyazaki, letting him mess around as he pleased, and Mikami himself did not have that much time and energy to take care of him.
However, to a certain extent, thanks to Mikami's "stocking", this game shines with a different light.
Hidetaka Miyazaki himself shines.
Needless to say, the BOSS in the game surprised Miyamoto Masashi and made him curious -
The mobs in the game are also designed to be quite interesting.
Many monsters are quietly hiding in dark corners. When you are not paying attention, the cat will come behind you and give you a sap.
And the matching design of the scenes and gameplay is really amazing.
This is fully reflected when you first emerge from the cave and start on the plank road leading to the Ice Wolf Fortress.
Players can not only climb and jump through the Devil's Claw, but also mount Eve and let Eve fly with it.
All of a sudden, the number of available characters in the game was increased from one to two.
Later, after General Rogge joined, the number of people in this team became three.
Obviously this is a single-player action game, but Masashi Miyamoto created a different feeling of teamwork in the game.
This surprised him, a designer who likes strategy very much.
Because in his opinion, in action-type games, there is almost no room for coordination. In terms of strategy, it is more about studying your own skill matching, equipment matching, etc.
This time in the Witcher, not only can you interact with teammates (NPCs), but you can also mount them. You can imitate the abilities of your teammates at any time to greatly improve the protagonist's combat capabilities and fighting methods.
In other words, the dimension of the battle suddenly expanded from one person to three people, and the entire changeable dimensional space was too large.
Miyamoto Masashi had been trying hard to discuss with the members of the company for a long time, but he could not build such a game model. Unexpectedly, pokeni could do it easily.
What should I say?
As expected of you, pokeni.
Miyamoto Masashi felt happy and frustrated at the same time.
Happily, I can learn new things from other companies.
Frustratingly, you can only glimpse and guess part of pokeni's black technology from the outside, and there are many things you can't figure out no matter how hard you try.
Unless you can recruit a few core developers from P Club, otherwise...
Miyamoto Masashi feels that it will be too difficult for Square Enix to catch up with pokeni in the gaming field in this life.
Huh?
Why do I use the word "catch up"?
Miyamoto Masashi raised his face and thought for a while.
Wasn’t pokeni far behind us back then?
Why are you running to the front now?
When did they become so powerful?
Completely incomprehensible.
…
"Totally incomprehensible."
Apart from Miyamoto Masashi, there are many people who can't understand.
Rentendo's legendary producer Shigeru Miyamoto is one of them.
He sat at home, folded his arms, and fell into deep thought.
The company pokeni is like cheating, and it has suddenly reached the forefront of development in the entire game industry.
Once upon a time, this was a little-known company.
Who would have thought that P Club now has so many black technologies hidden in it?
"Isn't this monster's behavior pattern too powerful?"
When he saw the lizard men hanging on the wall, Shigeru Miyamoto got goosebumps all over his body.
POKENI's games have reached the pinnacle in the current gaming field in terms of atmosphere.
This kind of game, which is more inclined to the realistic Japanese comic style, takes the dark attributes to the extreme, giving people a strong immersive experience during the game.
The most terrifying thing is that the creepy feeling is conveyed to the players through the scenes, monsters, music... in the game, and you don't feel unnatural at all.
So natural.
Very comfortable.
So comfortable that I get goosebumps.
It can even make people's hair stand on end because of this immersion.
Every emotion that the game wants to convey to the players is accurately conveyed and penetrates into Miyamoto's skin.
It penetrated through the pores, all the way to the bottom of my heart, and my scalp was numb with shock.
Shigeru Miyamoto is often startled while playing, and sometimes he is moved by the plot, feeling infinite empathy because of the tragic experiences of the characters.
Looking back and thinking about it, you will feel——
The pokeni is really great.
To be able to do this to such an extent is simply amazing.
…
"Totally incomprehensible." Konami's Hideo Kojima also looked confused.
Between the monster crawling on the wall and the fake lizard man integrated into the scene, Hideo Kojima can no longer tell which one is real and which one will suddenly jump out.
And the monsters have their own attack and action logic. Although they are not so smart, their behavior strategies have made you feel the peak of this era.
This is all the game can do.
Hideo Kojima thought.
Pokeni's technical means are simply terrible.
It has become a black box in the game. You can only guess how they do it through performance.
However, how they do it is completely unknown.
Even Hideo Kojima himself feels that through his calculations and drawings, he still cannot get a perfect enough answer to explain every detail in the current Paradox "Monster Hunter 2" game.
...
These are still relatively senior in the game industry. Producers who are making large games, they all think that Pokeni's game is simply full of black technologies.
And these black technologies are treasures for the entire game industry.
Each one is enough to shock the world.
And for some small companies, or game developers who don't have so much experience in making large games, this is even more incomprehensible.
You guys who can get more than 90 points in the exams can't understand this.
How can we, who can only barely pass the exams and make a living on the poverty line, see the essence of Pokeni?
In other words, in the eyes of Pokeni, in the eyes of Qing Zhiyuan——
Everyone here is a poor student.
Isn't it true that a person who comes from the future and brings the excellent design plans accumulated by generations in the next 30 years can easily beat these old bones in academics?
…
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There is another chapter in the evening