Chapter 849 Dreambox4 will change the future of the game
To be honest, somatosensory is essentially not a new idea in home game consoles.
This idea has been the case since the two heroes of Nintendo and Mars Entertainment competed for more than a decade ago, but it was not so successful at that time.
Is the time ripe now?
Many people speculate that even Sony and Sega are the same. It is impossible for them to not pay attention to Mars Entertainment and Jester's actions. It is approaching that since the glory of electronic games began, Jester has never failed as the direct creator of this era.
However, it is not realistic to let Sony and Sega suddenly transform and develop their own body feeling.
This new technology requires a lot of time and energy. If they are transformed now, it will be much more difficult than Jester re-planning Dream Wave 3 for "Haoxia". In fact, Dream Wave 3 was just an improvement in functionality at the beginning, and there was no change in the architecture.
But now letting them redevelop a new game console that can be compatible with body sense is almost equivalent to letting them redesign and rearchitect. Not to mention how long it takes to develop this body sense device. It is too late to rearchitect, and withdrawing from the competition for the next console era is not the path that these two hardware manufacturers can choose.
Moreover, the most important thing is whether the physical feeling can make players feel that it is something that can make them feel excited or not.
It is not to say that some excellent things, excellent ideas or creativity can be loved by players after they become commodities.
This requires a process.
Innovation can indeed expand the market the fastest, but risks also exist. While it can allow you to occupy the market quickly, it also means that if your innovation cannot be recognized by players, you will lose the market at the same speed.
This time, a consulting meeting for the next-generation console held by Mars Entertainment was not large in scale. It only invited a small amount of media and a small number of players. Of course, although it was a small amount of media. However, these media were also the most influential in the gaming industry, including traditional paper magazine game media and emerging online game media.
Moreover, the most influential magazine media under Jester, the magazine media that has been under the game industry, has gradually begun to transform its focus to website media in recent years, and the magazine has gradually reduced its scale.
However, the "Electronic Game Monthly", which has only been rising for a few years, has been developing rapidly in recent years. Basically, the magazine's sales have gradually tied up with "Game".
Of course, this is also because "Game" has changed from a previous bimonthly to a current monthly magazine.
This consultation will be hosted by Jester and Shigeru Miyamoto, two co-producers of "Super Balotelli Galaxy". Jester mainly talks about the situation in the new console. After all, adding somatosensory devices to the new console is Jester's decision at the beginning, while Shigeru Miyamoto is responsible for answering some questions about the game.
"In fact, the reason why I insist on adding somatosensory devices to the game console is not that many people have said just a gimmick, just like emitting the light gun in Nes, which looks good. But in fact, it's boring to play, we also added light guns to our dream waves, and the final player feedback was not that successful."
"I thought at that time why did I fail?"
"Why is the somatosensory equipment so successful on arcades? At that time, the home machine was actually an extension of arcades. Many players even played games like "Super Balotelli" and "Avengers" at home for the first time, their thoughts were that I was able to play arcades at home, which was simply great!"
"So, despite our attempts at that time, Nintendo's attempts, including Sega's various attempts in this kind of home somatosensory equipment, I was still not discouraged by the achievements that this system can achieve on home computers. Because this is the most perfect game interaction method, no, a temporary failure. I think this is just that this technology is not mature enough, and he cannot do the standard for us game designers. This type of game should do big things."
"Yes, I had imagined what a successful home somatosensory game could do more than ten years ago."
"First of all, with the idea of a game, and then we start to develop somatosensory devices that can make such games, is it what we need to do?"
“Many people may also ask, why do we do this?”
"The reason is actually very simple. As a person who has developed many games, supervised many games, and participated in the development of more games, he deeply understood one thing that players are willing to buy a console not because the performance of this console is excellent, but because the games on this console are what they want to play."
"Games are the foundation of the game industry, and hosts are just a tool. Better and better and better performance are just to allow developers to add a lot of their own ideas to the increasingly outstanding performance."
"Before, when our new host was officially determined how to develop it, colleagues who had been silently developing somatosensory devices within our company for ten years told me that our current technology can fully achieve the level of the somatosensory game I originally envisioned..."
When Jester said this, someone raised his hand to ask a question.
Jester smiled and pointed the other person's name.
They are all familiar journalists, and the reporter also asked with a smile: "Is it the work of this "Super Balotelli" series?"
"no."
Surprisingly, Jester denied this statement.
"The emergence of the game "Super Balotelli Galaxy" can only be said to be a coincidence. This is not the somatosensory game I had at the beginning. It was just that over the years, my understanding of somatosensory games has become more in-depth, so I have such an idea. Moreover, I have one more thing to say that somatosensory game consoles naturally have somatosensory games that match the game consoles. Our sales strategy for the next generation of consoles is that every somatosensory console will be matched with a somatosensory game for free to players."
"And this free somatosensory game was what I originally thought, and it was also what I thought was a successful somatosensory game. What should it be like."
After Jester finished speaking, the reporters and players on the scene were amazed.
"Can you reveal what kind of game it is?"
Naturally, someone will ask about such questions.
Jester did not hide it: "Actually there is nothing to hide. Now I can say that this game is actually very complete. After all, the development of somatosensory games for so many years is based on the premise of being able to perfectly run this game I envisioned back then. In fact, why did I insist that somatosensory games will eventually have a market."
"The reason is actually very simple. I think this kind of game method that requires physical cooperation is a kind of game instinct of human beings, just like sports. What was the earliest game of human beings? It was sports."
"So, I was imagining that an excellent somatosensory game must have the charm that can make players move involuntarily. Then there is nothing more suitable to use somatosensory than making a sports game directly. So, this is a sports game, a very special sports game. You will see the demonstration of this game in a while, and I can also say with certainty that in next year's e3, you can personally experience this game, this brand new game method."
After the end of Jester's answer, Miyamoto talked to everyone present about some information about "Super Balotelli Galaxy".
Of course, this game is still under development, and many things are uncertain, so there are still relatively few things that can be shared with players and media. Even because the game is under development, some things cannot be revealed at this time. Of course, even so, Shigeru Miyamoto still has a lot of content to share with everyone.
For example, why did he make up his mind to join Jester's development team and develop the game "Super Balotelli Galaxy".
"I think many people may not know that I have been a loyal fan of this series since the release of the game "Super Balotelli"!"
At the beginning, Shigeru Miyamoto leaked a relatively good news about himself, saying that he was a fan of "Super Balotelli", which surprised many people very much.
"Yes, I was still at Nintendo at the time, but I am actually quite childish. "Super Balotelli" is a game that is completely made for children. I have imagined that I can also make a game that is purely for innocence and fun, but I have no chance. "Super Balotelli" is such a game."
"That's why I wanted to make a "Super Balotelli" myself. Then I learned about Boss's idea. Then I talked with Boss in detail and personally experienced the somatosensory exercise game that had already been completed by most of the boss's mouth. Then I was completely attracted by the new game method of somatosensory. Yes, somatosensory is indeed not a new concept, but the somatosensory on Dream Wave 4 must be such a thing, something you have never seen or experienced before."
"That feeling was amazing. I had countless thoughts at that time. There were countless voices inside my body telling me that I was going to participate in the development of this game."
"So, I made the decision that you thought was surprising at the time. Believe me, when you personally play with our new feeling, you will definitely understand why I made that decision at that time."
"Because, this kind of experience is really irresistible."
Finally, the demonstration is the simple and clear name of "Dream Wave-Sports", and the demonstration game is tennis.
This is also the most suitable demonstration game.
Of course, this is also the first time that the somatosensory capture camera and a special remote control handle have been shown in front of players. Even when players saw this long remote control handle and a wristband were worn on Jester's wrist, they felt it was amazing. They didn't understand why this weird-shaped handle had to be added with a wristband.
Jester naturally knew many people’s questions.
"Actually, at the beginning, this controller was not equipped with a wristband, but when we tested internally, because the game was done too well and players were too devoted to playing, the controller often flew out and hit the TV hard. Sometimes the TV screen could even be smashed."
"At that time, we were bothered by this situation, so we found a way to solve it, because it really affected the experience. We had imagined a lot of controller shapes, but in the end we found that this type of controller controls somatosensory games, especially in some games that are irreplaceable and the most popular. We still thought of this kind of stupid way."
"Since this thing is easy to fly out of your hands, then we just tie it to our hands, so this wristband came into being."
This was also considered to be a joke before the official demonstration of the game.
But this is true.
"If you want to perfectly present the charm of somatosensory games, you must be in a 3D world built. This is a game with all modeling in 3D..." With Jester's explanation, his demonstration officially began. The crowd of people in the scene, which was originally a little noisy, suddenly became quiet, and then you looked at a TV connected to a sealed box in the center of the venue without blinking.
Then, everyone seemed to see a world they had never touched before, with an extremely shocked and incredible look on their faces.
“Dream Wave 4 will change the future of the game!”
The next day, as a game website ign, which has just emerged but has already had a very wide influence, their homepage was occupied by such a title, and the content was the thoughts of ign's editor going to the headquarters of Mars Entertainment and participating in this second-generation host consultation meeting. (~^~)
Chapter completed!