Chapter 378 Alloy Slug
It is not the key to discovering that you are wrong. Many people say things like they are wrong after they are wrong, but they are indifferent at all and continue to make themselves wrong. The most important point is to dare to make decisions.
It was in this interview that Josh talked about a very deadly game in the original version of Dark 3, that is, ah, the auction house.
Before talking about this issue, the first thing you need to know is why Blizzard sets ah in Diablo 3. This is a very critical question. If you don’t understand it, you will not be able to understand this interview. Many people say that Blizzard wants to find profit points for Diablo 3.
Of course, I can't deny it, but I need to make it clear that if Blizzard really wants a handling fee, then why should he add the gold coin ah? In fact, most people use gold coin ah, not cash ah. It is precisely because of the power of this trading system that a game that originally wanted players to swipe monsters has become a game that swipes auction houses.
Of course, the original version of Diablo 3 has many shortcomings, and the original production team has made many unforgivable mistakes. In the video, Josh said a lot, so I won't list them one by one here.
Let me just talk about how Blizzard made a decision on AH’s handling.
That's what Josh said.
That was after the release of the Dark 3 on the motherboard, and at a discussion meeting held by Blizzard senior executives, after discussing several issues of Hearthstone and Storm for more than 20 minutes, Lao Mai, one of the founders of Blizzard, Mike Mohuaimi, saw that Josh was absent-minded, so he asked him about the auction house.
Josh also defended himself in the interview, and he said, "I was confused just now. I could use a perfunctory answer to make excuses. For example, 'Okay, we can make some adjustments. We already have a lot of opinions on how to adjust the auction house, what additional transactions are restricted and added to a large number of tickets, etc.."
"The senior executives should also be satisfied with this answer, but I wanted to tell them what I think is the right thing, so I said, Mike, I think we should close the two auction houses of cash and gold coins, and players come to play Darkness to cut monsters."
When he said this, he showed a very interesting expression. He seemed to smile proudly, and then continued, "Do you know what the most exciting part was?" After asking the interviewer this, he did not wait for the interviewer to answer, but explained it on his own.
"Twenty minutes later, everyone in the conference room agreed with this point of view. There was no quarrel between operations and design departments. No, every Blizzard knew that for a game, the most important thing was to maintain a complete game experience. Games like Diablo were to be made into a game that cuts monsters and brushes, that's all."
"So three days later we announced that we would say goodbye to the auction house and officially closed 6 months later."
When he finished talking about this, Josh looked gloomy.
This is the most important reason why Jester has always liked Blizzard. It is not that they can only make games that players like. It is because they can make such games. Even if this game was not ideal and unsatisfied when it was released for various reasons, they would not have any idea of giving up on this game.
The hot torch light 2 was called at the release of Dark 3. In 15th, do you have any sounds? In 15th, you are watching the poe that exploded Dark 3, how many people are there to play in 15th?
The facts are better than words. Under normal circumstances, sales will not lie. Diablo 3 has witnessed it from the beginning of a failed opening to a pretty good mid-season Jester. What he most regretts is that he cannot see the second expansion pack of Diablo 3 to make this game more perfect.
In fact, the development process of Diablo 2 is also like this. It is precisely because of Blizzard's updates again and again that Diablo 2 and 1.10 of 1.09 are not the same game at all, while 1.10 and 1.12 are completely different games.
And now Sever Daberwater's temporary failure is nothing in Jester's eyes.
He just made the same mistake as the original development team of Blizzard's Dark 3. He was too arrogant, too arrogant, and too self-righteous. But it was no wonder that Blizzard was at their peak when he was developing Dark 3. It was inevitable that they would have such ideas.
Now Jester remembered what Jaylenge, the original game director of Diablo 3, said at that time, and it was a bit ridiculous. At that time, Jaylenge's argument was completely like playing and not playing, and so many players licked it. This is a disease. If you don't treat it, then reality will tell you where the mistake is.
This is what Jester took as a warning.
As long as you can know your mistakes and then reform yourself, in Jester's eyes, it is like Blizzard learning from the mistakes after the original version of Diablo 3 failed, and expelling the cancer from Jaylen immediately, and then starting to find the crux of the problem and reform yourself.
The current Cyfer Daberwater is the same in his eyes.
Before Seifer Daberwater began the development of this game, Jester had discussed with him several times what kind of games he was best at making. The final conclusion was that of shooting games with weird styles. When Jester was designing "Sheriff Balotelli" with him, he mentioned some exaggerated styles in "Metal Warhead".
And this time, what Jester asked Daberwater to start over was "Alloy Strut".
This game is a representative work of New Japan's arcade game planning for horizontal shooting, and it is also a work they made in the mid-1990s. It can be said that it is rare to be able to produce such a successful game at the end of horizontal shooting game.
The arcade substrate used at that time was also a sixteen-bit substrate. It can be said that the difference is not very different from the latest arcade substrate versions of Mars Entertainment, Sega, Namco, and Capcom. In addition, the new Japanese project is now planning to rebel and surrender to Sony, so Jester plans to refer to this game and let Seff Daberwater make it, which is also considerable.
Now Jester has long exceeded the realm of still copying games. His current game developer level is beyond the level of planning for New Japan. For such a team, technical problems have never been a problem. Any technical problems can be solved in time, but it is just the length of time spent.
The most important thing is an idea.
If you have a suitable idea and a reasonable framework, then there will naturally be a craftsman planning and a program to fully enrich the skeleton. In fact, apart from the idea, it has nothing to do with the original game.
The game that Seifer Daberwater has now been produced is based on this idea.
Arcade games are not as popular as home games now, so the highest-level producers in the company are not very willing to do arcade games. Of course, it is not ruled out that some people just like arcade games, but Seff Daberwater is definitely not like this.
But he also knew that as a starter, he was definitely not qualified to start with a home computer game.
Although Jester promised him to choose for himself, whether it was a home computer game, an arcade game, or a PC game, he chose arcade as the starting point for his restart after weighing the pros and cons, just like his "Sir Balotelli" back then.
It also starts with arcades and goes to success.
"Is this the game you just finished?" Jester came to the front of an arcade machine in the development room and watched another staff member operating the characters inside to play games for testing. In fact, both the characters and levels inside were played by Jester, "Metal Slug" that Jester had played had nothing in common. It can only be said that the picture style is somewhat similar, and they are all exaggerated.
The same is true for the background setting. Jester originally described the background setting of the original "Alloy Slug". Of course, the background setting is an irrelevant thing.
After hearing Jester's words, Seif Dabervo nodded and said, "Yes, because they are all newcomers, our R&D speed is not fast. It was originally a not-too-large arcade game. An experienced development team may only take less than two-thirds of our time. However, we spend a lot of time and have more time. That is, we are more serious in some details and have fewer bugs. At least from our debugging, we have not seen any particularly big loopholes."
After hearing this, Jester just nodded, and did not comment directly. Instead, he looked directly at the R&D staff next to him about the game demonstration. After watching it for nearly twenty minutes, Jester suggested that he would try it himself, and he couldn't see anything by just looking.
Half an hour later, Jester clapped his hands and left the game arcade loaded with "Metal Slug".
He smiled and said to Seifer Daberwater: "A very excellent game, the style should be in line with the original "Sheriff Balotelli". I found that you are still good at making such games." As he said, Jester paused for a moment and said.
Chapter completed!