Chapter 30 The Industrial System of Games
Compared with the exaggerated Sega, Wanhu is much more normal.
Although Takahashi is the president of Wanhu, and although Wanhu was established by Takahashi, and although everyone respects Takahashi, there are not many people who deliberately praise him.
Because such people have basically been removed from the core team of Wanhu Game Production.
The model of Wanhu making games is basically in line with other Japanese game manufacturers.
They are all divided into several game development departments.
The advantage of such a fixed team is that it can be intimate when making games, but the disadvantage is also obvious. It is difficult for everyone to make a novel thing, and the willingness and ability to accept newcomers are much lower.
Therefore, Wanhu later changed from a fixed team to a dynamic development.
When you need to hire people, transfer talents to this production team, and when another game needs him, transfer them to another team.
This advantage is that it can be used for the best use, but the disadvantage is that the running-in period is a bit long.
However, members who have been trained in this way often have more game styles. However, the depth of mastering a single type may not be enough.
However, electronic games are an industrial product, and this industrial product still requires a complete industrial system.
An excellent game producer may be like Akira Kurosawa, becoming an immortal legend in an industry and a master that everyone admires.
But when the entire master passed away, there was no complete industrial system, but it would inevitably decline.
It can be said that masters are something that determines the upper limit, while industrial systems are something that determines the lower limit.
The reason why Hollywood movies are popular all over the world is largely because the system and level of Hollywood's film industry are the best in the world.
This level of industry does not only refer to special effects.
Instead, it refers to all aspects from scripts to actors, to various costume designs, to directors, etc.
Everyone has worked hard in the same system. With a healthy competition mechanism, the final results are also extremely good.
Wanhu's game production talents have also shown their talents little by little through countless mobilizations.
Managers who understand game production will help them formulate future plans based on their different talents and interests.
Help them with advanced skills training.
And the final results of these training and upgrades will also experience the quality of the game.
The game "Taigu Master" has actually encountered some problems until today.
For example, if the sensor is placed on the drum surface, it is basically inevitable that the accidental touch will occur.
Even during the game testing, there were cases of drumsticks flying out and hurting people because the rhythm of the music was too intense.
Because of these two points, a little change has been made to the sensor equipment of "Taiko Master".
First, the sensor on the drum surface is cancelled and the sensor is placed in the drumstick.
In this way, the drumstick will only be triggered when it senses pressure. This is similar to the effect on the drum surface, but it is almost completely touched.
At the same time, the sensor needs to be connected with wires at this stage, and the drumsticks must be connected with two wires.
In addition to the wires at the end of the drumstick, a bracelet that can be put on the wrist is added.
In this way, the problem of flying out is solved.
The reason for this was not designed like this.
This is because the initial design idea was to be as simple as possible.
Let the input devices of "Taiko Master" look more like real taiko and drumsticks.
This can be considered a certain degree of fundamentalism and minimalism.
However, after thousands of times of practice, professional drummers will certainly not lose their drumsticks during performances.
But how can players be professional? It is inevitable that the drumsticks will be removed.
Therefore, it is necessary to add an anti-rifting, and adding a rope, it seems that adding a longer rope is not a problem.
In this way, the Taigu in "Taiku Master" looks a bit different from the ordinary Taigu.
In addition, the sensor wire itself also has weight, so the feel of the entire game has also changed.
However, with such a small change, only after the real Taigu master Taigu master specially hired by the peripheral team could feel it, but ordinary people did not have much feeling.
After careful and precise fine-tuning, "Taigu Master" finally adjusted the feel to the level of "what you see is what you get, what you feel is what you get".
Sometimes many people say that Americans have poor gameplay and are not real, but there are actually some problems.
It is certain that it is not good, but it is not certain that it is not true.
Just like when a man is hitting someone in an arcade game, in the real world, the person being beaten will shiver like in Japanese games, with a straight and feedback, and will start to fall to the ground like a European and American game.
It may be said that depending on the situation, there are all kinds of reactions.
However, there are fewer clear feedbacks for Japanese games.
The so-called touch and blowing of Japanese games are more like an artistic exaggeration.
This exaggeration is the amplification of a small detail in real life, and this small detail is in line with the physiological and psychological habits of players, so people think that Japanese games are good.
In the game "Taigu Master", when the drumstick falls, it is actually a little different from the time the system confirms the operation.
Everyone knows that human reaction takes time.
But few people know that the touch of human hands is actually a sharper existence than the vision of both eyes.
Just like a computer screen, why did a display screen that exceeded 60 frames per second and reached 144 frames per second or higher?
It is not because people's vision feels that sixty frames per second is not smooth enough, but the difference in feel.
The human brain will deduce the changes in the future pictures, thereby driving both hands to operate.
In other words, most of people's operations are actually in advance.
In general games, such predictions are not very effective in games like turn-based games.
However, the more intense the movements and the more frequent the operation is required, the more important this prediction will be.
For example, how can a shooting game accurately shoots a waist?
At this time, it depends on the "feel".
If the frame rate of the monitor is not sufficient, the visual and touch will become inconsistent, and the sense of incongruity will destroy the feel.
Therefore, high-frame rate displays are becoming more and more needed after such games become popular.
Of course, technology is not impossible to solve.
However, the configuration of personal computers varies greatly, and this gap almost determines the paleness and weakness of manual optimization in advance.
However, the carrier of the game "Taigu Master" is a frame specially made for "Taigu Master".
Chapter completed!