Chapter 95: Serving the Collectivist
If anyone who has not worked at Nintendo will definitely think that after the development and launch of a machine is successful, the design department of this machine will hold a celebration banquet and have a good rest.
Unfortunately, Nintendo fans were disappointed. Nintendo is not such an American-style free company.
Although vrboy has achieved good results in the market, Yokoi Junhei and his men are not idle.
The entire first development is divided into several parts. Some continue to make new games for VRBY, while others develop new expansion peripherals for VRBY.
You should know that although vrboy has made a revolution in display, there has not been much change in the way of operating input. It is still inherited from the traditional cross keys of the red and white machine, as well as pause, sub pause, and four buttons of b, a, x, and y, as well as one shoulder keys of one left and one right.
This traditional input method is not bad, but Yokoi Junhei still feels that such a brand new platform should have a brand new input method. Even when he plays by himself, he sometimes feels too strong and the input method is too rigid and becomes dizzy.
Now this problem can only be balanced by modifying the game when making the game.
The method is also relatively simple, which is to reduce the player's sense of inclusion.
At least don't let the player's subconscious really change with the changes in the image.
VRboy is actually the same as motion sickness, which is the balanced organ in the cochlea. It feels that the human body is moving and responds accordingly, but in fact the human being is not walking.
It's like a water tank not moving, and the water in the water tank keeps moving, so the human body as the water tank becomes dizzy.
The automotive industry has been developing for many years before it completely solved the problem of motion sickness. At least it is to solve the problem of motion sickness in most people.
Video games have just set sail for dizziness.
Whether it is a brand new display medium like vrboy, or a three-dimensional game that is already popular on arcades.
Basically, as long as you use the first-person three-dimensional display, you will encounter dizziness.
Game manufacturers have no choice but to modify the game for this human instinct.
Finally, there are two solutions to be found, but neither of them is so easy to achieve.
The first is to meet the frame rate requirements. The original two-dimensional game may be able to play at ten frames per second, and thirty frames per second is already very smooth.
However, for three-dimensional games, it seems that only by reaching the level of 60 frames per second can players not feel stuck and dizzy.
Of course, the frame rate limits of cathode ray tubes of this era are very low, whether they are European or American standards, only about thirty frames.
Therefore, now when making three-dimensional first-person games, we all encounter dizziness problems.
At this time, the second solution is to adjust the perspective and visible angle.
Traditional and two-dimensional games actually rarely emphasize the position of the camera.
Let’s first explain the camera, which is where the player sees the picture.
Only those two-dimensional games that are compared and released later will have the lens stretching and scaling effect.
For example, in a fighting game, if both sides of the battle are close, the camera will be closer, and if both sides are separated, the camera will be farther away.
This is conducive to improving the expression of the picture and is a perfect skill to show off.
However, in first-person 3D games, that's not the case.
There is a perspective where players control the character completely, and there is also the so-called shoulder-length perspective.
A three-dimensional game like Mario Kart uses a shoulder-length perspective.
The racing car is not in the middle of the screen, and the player will not feel like he is driving the car, but is behind the racing car, staring silently like a spirit behind him.
The reason for this is to avoid dizziness.
What Yokoi Junhei is thinking now is whether he can really make players move.
He is now trying to convert a treadmill into a brand new VRBY input device.
Of course, even if this input device is successfully developed, it will only be sold experimentally because the price will not be cheap.
The only commercial purpose may be to use it in the gym so that fitness people can exercise more happily rather than boringly.
However, there are still many concerns about the security issues involved.
The products made by Junhei Yokoi have always pursued cheapness.
He had thought about making a brand new input device, which was extremely cheap and could be bought very easily.
However, now that vrboy is on sale, traditional controller input has become the standard random configuration.
Now even if the research is successful, it will not cover the user groups of vrboy 100%.
On the contrary, new games will encounter an embarrassing problem, whether to use a brand new input system or a traditional controller system.
The effect of compatible with both may not be good.
Therefore, what Yokoi Junhei is doing now is to make advance technical accumulation for the possible input methods of VRBY in the future.
Almost all Nintendo game consoles have a lot of compatible peripherals.
In fact, these compatible peripherals seem to be fantastic, but Nintendo designed them the only purpose of making money.
That's right, it's just making money naked.
You should know that almost all Nintendo game consoles and game handheld consoles have very low profits, and they all look like this except game watches.
Although the games released will make up for the low profits of this part, the main part of the development of this game console cannot receive the share from the game.
Therefore, they had to constantly develop peripherals.
The price of peripherals also ranges from 10,000 yen to 50,000 yen.
Yes, the price may be more expensive than the main body of the game console.
The reason why it is so expensive is that these peripherals do not want to sell too much. Therefore, it is impossible to lose money and increase sales.
For example, the cassette with 200,000 pixel camera on the game boy is only about 3,000 yen, but the price is enough for 10,000 yuan. After deducting the channel share, the first development department can earn about 3,000 yen on a camera cassette.
This camera cassette can also be linked to printers, and this ultra-small printer is a new peripheral.
The photos you print can be directly stuck to the place you want to stick.
If a user really treats collecting peripherals as a pleasure, it is obvious that he will not spend less money.
Chapter completed!