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Chapter 37 Embarrassed

If Sega's high profile on "Music Roulette" is surprising, then Wanhu's silence on "Taiko Master" is strange.

The way ten thousand households start by relying on game media and competitions.

Especially Takahashi, the president of Wanhu, Takahashi himself is a good player whether he writes articles or hosts competitions.

In terms of propaganda and public opinion war, Wanhu said that he was second, but no one in the electronic game industry in Japan dared to say that he was first.

Wanhu, who had shown great strength in the media field in the past, now have a sword hidden its edge.

What exactly are Wanhu thinking?

What's Sega excited about?

It seemed that the world suddenly became strange and no longer what it was.

At any time, publicity has infinite power.

Whether a game sells well sometimes has little to do with its own quality.

As long as the publicity is in place, even a piece of shit, like "e.t. Alien", can be sold wildly.

The sales curve of future 3a game masterpieces is getting worse and worse. Those who have not bought it in the first week will not buy it in the future.

While explaining the poor quality of the game, it actually also shows the power of publicity.

The game that is becoming more and more homogeneous, and if you buy it and play it for a few times, the reason why you can still sell it for 10 or 20 million is that its promotional and distribution expenditure is even several times higher than development expenditure.

Do you need to consider the game's gameplay during game development?

No, no need.

During the game development process, the most important thing is to create cool CG animations. Even if the animation is not related to the game itself, there is no problem at all.

Just cooooooooooooooooooooooooooooool!

That's right, you are talking about Ubisoft!

Sega has invested a lot of money to promote "Music Turntable". The sales of "Music Turntable" and the number of players who play it, of course, have increased dramatically.

When the number of players in a game reaches a certain number, a circle of game discussions centered on this game will inevitably be born.

The game "Music Turntable" has also quickly divided the entertainment players and professional players from ordinary players.

These professional players are not really professional players. Instead, their goal is to get rankings in national competitions and get bonuses.

In the past, there was a special type of player who would play any game as soon as it was played. This group of people was called bounty hunters.

Among these bounty hunters, there are game hall levels that can sweep the game hall, regional levels that can sweep the regional competitions, and international levels that can sweep the country.

Even in a very small number of international competitions, there are international bounty hunters.

There are many legends circulating in that world, and the hard practices are turbulent.

Even some of them, even Takahashi, have some contact.

Do you remember the contestant training class that Takahashi had held when he was in Hudson?

That's right, in the training class that died before long, almost everyone was a department-level player who could sweep the arcade hall, and a small number of them and a very few of them became regional and national players.

However, those people have lost contact with Takahashi.

During the development of Wanhu, they have never been involved in the game of Wanhu.

However, the most legendary figure in the circle with legends is still the originality of everything, that is Takahashi.

Takahashi is like a person who brings game competitions from the wilderness to modernization.

Before Takahashi, no one knew how to train the game to achieve results.

Most players who want to get a ranking are not much different from ordinary players, they just play more.

However, since Takahashi appeared, the group of players he brought out will have targeted contacts.

Wherever you can't make up for it.

Wherever you can't practice.

The consequence of traditional connections based on the game process is often that the later stages of the game are a bit weak.

It’s not because the game becomes difficult and it’s because the number of practices is too small.

An ordinary player may play the first game a thousand times, play the second level a hundred times, the third and ten times, and occasionally enter the fourth level.

The same is true for those specialized high-quality games.

The later the levels, the fewer and fewer contacts will be.

Even if they can pass the level with one's life, any small attempt will cost dozens of minutes of the previous game process for the second half of the game.

If you are not careful, you will have nothing to do before.

At such a serious price, the players naturally practice even less of the subsequent content of the game.

What Takahashi teaches starts with hardware.

If you want to practice the level, just adjust the game to the level.

Even in games like fighting games, each action has several frame delays from pressing commands to issuing attacks, and someone analyzes the hardware to get the results.

The contestants learned the results and then contacted them in reverse from the results.

You should know that a person's sense of touch is more sensitive than visual, although visually, it may not be possible to find slight differences in each frame.

But after countless contacts, the fingers can have muscle memory.

This kind of back panel is available in any game, such as fighting games, and in ever-changing games.

Not to mention music games like "Music Roulette".

As mentioned before, the difficulty of "Music Roulette" is very simple and crude, which means using more elements to fill the human reaction time and even reach or exceed the human reaction limit.

Hearing this, I think this game is anti-human, don’t you?

But in fact, even in the news, you can often see news that people have broken through human limits and achieved something.

This shows a problem: the limits of people are different. Even the limits of the same person can be improved through various methods.

The limit in "Music Roulette" refers to the limit of immediate reactions.

This limit is achieved through the following process.

First, content appears on the screen, the eyes accept the content, and the hands react to the movements.

This series of actions may take fifty milliseconds.

But what if you remember all the tap points of this song?

Just like reciting a text, I play this score in my mind.

Even, as long as the initial point of the timeline matches, someone will be able to play "Music Roulette" with his eyes closed and he will get a high score.

Don't think that this has not happened, but has actually happened.

The difficulty of "Music Roulette" is still limited. Through targeted practice, what kind of difficult-to-play game is this game?

So, an embarrassing situation occurred.

At the official competition held by Sega in "Music Roulette", the contestants closed their eyes and played the game because they felt that the game was too difficult.
Chapter completed!
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