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Chapter 388 Rock Racing

Yes, Jester naturally knows what questions should be asked to someone who has created a legendary business in the future.

Although he may be just a player now, and can only observe the game from the perspective of an ordinary player, rather than a producer, this kind of vision is sometimes valuable.

The most common saying of Jester is that he hopes that designers can consider more from the perspective of players when designing games, because the games you developed are for players to play, not for you to play by yourself, so this is also a fixed reason why Mars Entertainment cannot stop recruiting externally.

First, you have to be an avid gamer.

"Do you like video games?"

Jester asked with a gentle smile when he looked at Mike Mohuaimi with a restrained look on his face.

"Happy...like."

Mike Mohuaimi also answered without hesitation. Although he was still a little stuttering and nervous from the tone of the answer, it was obvious from the expression that gradually soothed on his face that his mentality was much better than when he just entered the room.

"oh."

After hearing Mike Mohuaimi's answer, Jester just said oh, as if his answer had been expected, he still asked: "Tell me your favorite game. No matter which one, it doesn't matter whether it is our game or not."

As he said that, Jester also smiled: "At least one-third of our company, our favorite game is not our own."

Every interviewer doesn't have much time, not only because there are too many people coming to the interview, but more importantly, it is also because Jester's own time is also very precious, and he doesn't have much time to take out, so he can't interview all the staff.

Just pick out some of the resumes I applied for from my previous application. I think I have a good first impression and the greatest potential and interview them in person. If I feel satisfied, I will give it a special request to the personnel department, and then there will naturally be special people to conduct the interview for the rest.

So, after starting with a chat between friends, he asked a few simple questions casually, which made Mike Mohuaimi get into the state and no longer so restrained. Jester finally started his real question.

Mars Entertainment’s attitude towards interns is not to recruit a few handyman. In fact, if they are recruiting handyman, they will not have to make such a big battle. Even the boss of a company ranked in the top 50 of Forbes’ richest man list has to interview a handyman in person.

Mars Entertainment attaches great importance to every intern, not their abilities. These people, even from prestigious universities, are not worth mentioning in actual abilities, unless they are as talented as John Carmack, they are so-called abilities that are beyond ordinary people. In the eyes of developers who have rich experience in Mars Entertainment, who have earned enough experience from many development projects, are not worth mentioning.

What they value more is the potential of these people.

In other words, whether these people are suitable or not, can they become a unique game developer.

"If you are a Mars Entertainment producer now, I asked you to design a home computer game, and the platform where the game is located is ddreambox2, which has just been released, how would you design it?"

Jester's voice suddenly changed, and the difficulty of the question took a drastic reversal in an instant. The previous question was as simple as a kindergarten child could easily answer, but the question now was so difficult that even people with the best grades in top universities like UCLA could not answer.

As a game enthusiast, he has never designed the game he wants to make in private? Or when playing a certain game, he feels that this design is not good. If it is changed to himself, then how to design it.

Ninety-nine percent of players have had this idea, and this is why Jester asked this question.

When a person has no experience in designing games, there is no marketization to cater to players. It is purely to consider how to design a game from the perspective of a player. There is no need to consider how many sets of this game can be sold, and whether others will like it. Just describe a game that I or myself like from the concept of this.

This can also be seen to the greatest extent whether the questioned person has talent in designing the game.

Jester has said more than once before that game design is a very subjective process, even similar to writing and painting. Sometimes, or almost all the time, the producer's ideas can create or destroy everything, which cannot be ignored.

Talent is indeed very important in this industry.

Faced with this extremely tricky question of Jester, Mike Mohuaimi was silent for a while, for more than three minutes. He seemed to be thinking, but he seemed not to know how to answer. Jester could not draw a definite conclusion from his face.

Finally, Mike Mohuaimi finally spoke after three minutes of silence.

"I've thought about two games before, but my ideas are very messy and they are not a system or layout, so I don't know where to start."

Mike Mohuaimi's voice was not very loud, and from the tone, she was a little lacking in confidence.

Jester's face still had a kind expression, and he still smiled and said, "It doesn't matter, I just want to know how you view a game. Before you really understand the development and design process of a game, this is crucial for me to judge whether you are suitable for working on Mars Entertainment."

"Oh well."

After hearing Jester's words, Mike Mohuaimi had no choice but to agree, then took a loud breath, as if organizing his own language, and then said.

"I first had an idea when I was playing a racing game on Nintendo's FC. At that time, I liked to listen to rock music and watch some movies about Earthlings vs. Alien. At that time, I had a sudden idea, could I design such a game, for example, the two sides of the game were divided into two camps, one was a human and the other was an alien..."

Listening to what Mike Mohuami said, Jester kept nodding. In fact, he had heard of this game. After Mike Mohuami established the silicon and neural bonds, this was the first independently developed home console platform game. At that time, they named it "Rock Racing". At that time, Nintendo was no longer so strict with third-party developers in order to fight against the increasingly powerful Sega and Sony, and at that time.

As long as Nintendo will allow them to develop games for Sega's md and its own super Nintendo at the same time.

As silicon and neural bonds, which is later Blizzard Entertainment's first home computer platform game, this game called "Rock Racing" reflects the talent and temperament of a promising studio from the inside out. They are so uncommon that in many of their games in the future, the shadow of "Rock Racing" can be seen very strongly.

For example, they creatively designed hundreds of different tracks, five different racing cars, two opposing races and dozens of weapons in this game. The reason why they were able to fill so many things in the cassette with not very large capacity at that time was because they designed sixteen different tracks and six planets with different environments and scenery for this game.

Note that the tracks here are different from the tracks. The tracks are composed of different tracks. It is these sixteen different tracks and the six planets that make a racing game with hundreds of tracks a reality - does it sound familiar?

That's right, this is the prototype of the Diablo's complete random map later.

Some people are always curious why Diablo is completely different every time you enter the map. Are there so many different maps stored in the game?

In fact, this is not the case. In the game, there are many small compositions that make up a whole map. Every time you enter the game, these small compositions or map elements are randomly drawn in varying numbers, and then randomly connect and combine them.

This way, you can form a completely different map from before.

This game also reflects the characteristics of Blizzard being good at learning from successful games, just like they have added dozens of weapons to it. This may be the inspiration they have obtained from Nintendo's "Super Mario Kart".

Of course, the most exciting thing is to say that this is a pseudo-3D racing game. In this game, you can complete some driving skills that only real 3D racing games in later generations can be achieved. For example, the famous one, even if you don’t know much about racing, you will basically hear about one of the skills that drifts.

However, Mike Mohuaimi is obviously not mature enough in game design. The racing game he told Jester that is also related to rock is not as entertaining as the historical version of "Rock Racing". Many of the gameplay may be that Mike Mohuaimi has not yet been exposed to, so he did not mention it.

For example, adding a weapon system to the racing car to transform a racing game into a more entertaining party game. (To be continued, please search for Astronomy, novels are better, updated and faster!
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