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Chapter 478 Software guides hardware development ideas

“A different game…”

When Nakayama heard Yu Suzuki say this, he pondered himself. He also felt the current calm of the console market. He had also seen several game planning projects that Yu Suzuki was preparing to make. Among these planning projects, Yu Suzuki also mentioned several of his current ideas, but they all gave up because of their functional issues.

"Suzuki, the current console market is the same. Without excellent games to drive sales, it will be difficult for us to gain an advantage again." Shikao Nakayama sighed and said casually, "You know, the sixteen-bit computer was first put into the market by Sega, and, using the picture that is far more than the eight-bit computer, it has indeed achieved some very good results.

However, with the entry of Mars Entertainment, its share in the sixteen-bit computer market has become lower and lower. Now it has basically returned to the eight-bit computer era, with Mars Entertainment almost the same situation as Nintendo. The only difference is that Mars Entertainment is still Mars Entertainment, and Nintendo's position at the time has been shared with Sony.

"More than 70% of the market share..."

Faced with the dominant share of Mars Entertainment, it is difficult for Nakayama to be angry about confrontation, but he also knows that it is impossible not to confrontation, and he also has to thank Jester's World Electronic Games Association for the proposal, otherwise there will be pitiful few third-party developers who support him.

Of course, Nakayama Hayao also knew that the purpose of Jester's establishment of this association was to better monopoly.

However, this is indeed a great thing for him and Sony.

After careful consideration, his choice was not wrong.

"Have our sixteen-bit computers been invested in research and development?" As if he had thought of something, Shizuo Nakayama temporarily suppressed his previous thoughts deep in his heart. He also knew that there was no use to think about these things now, so he asked about another thing that was crucial to Sega's future.

Although Yu Suzuki is only the head of the game development department, he was also very influential in hardware development because he was in charge of Sega's large arcade development.

"It went very smoothly, but maybe our process was a little slower. According to the information we found out, Sony was in their computer entertainment department. It was not long after it was established, and Ken Kutaraki valued 32-bit computers very much and believed that this was the most important product of their Sony computer entertainment rise. Therefore, almost 60% of their experiences were devoted to it. As for Mars Entertainment..."

Speaking of this, Yu Suzuki paused for a moment, and he pondered, as if he was thinking about something.

This also aroused the doubts of Shinto Nakayama. He glanced at Yu Suzuki and said in confusion: "Is there any problem? Mars Entertainment has not started research and development yet?"

"No."

This time, Yu Suzuki shook his head firmly, but then his tone became less conclusive again.

"Because the other party's development center is in the United States, and most of the developers are Americans, it is difficult for us to insert our people, and it is not so easy to buy them. But one thing is certain is that they started research and development very early, but their progress. We know nothing, let alone they focus on the direction of development."

The function of the 32-player machine developed by Sony is 3D games.

The industry also holds different views on 3D games. Developers with headquarters like Sega, such as Yu Suzuki, are very optimistic about the future development and potential of 3D games. Developers in branches believe that traditional 2D games can produce more exquisite pictures after the 32-bit computer capabilities are more perfect.

So, they think that, at least within a generation, 3D is not as beautiful as it looks.

Although the 3D-supported 3D-supported headquarters, it has a great say, but you should know that Sega's main R&D power is from the seven affiliated development companies, which are like a small headquarters, and can almost all develop any type of game.

Apart from not having the ability to release hosts, they are basically no worse than the headquarters in R&D.

Therefore, within Sega, the dispute over these two R&D ideas has always existed.

This point is mapped to the new generation of hosts, and it also emphasizes both functions. But then again, if both functions are emphasized at the same time, then the single function will not be able to achieve the ultimate. This is something that Yu Suzuki is not very satisfied with.

In fact, it's not just inside Sega.

Even in the entire video game industry, this kind of contradiction and dispute are equally sharp.

Although Hiroshi Yamauchi has retired due to physical reasons and let his son-in-law Arakawa take over Nintendo, in fact, the real controller of Nintendo is still Hiroshi Yamauchi, in a recent interview with Hiroshi Yamauchi.

Someone asked him about Sony's emphasis on the next generation of 3D features.

However, Hiroshi Yamauchi sneered at Sony's importance. He said in a very contemptuous tone: "For at least ten years in the next year, 2D games will still occupy the mainstream. As for whether 3D games have a future, it depends on the future development."

There are not many people who have the idea of ​​Hiroshi Yamauchi.

Even within Mars Entertainment, despite the suppression of great and outstanding figures like Jester, many people still have different opinions from time to time.

In Jester's opinion.

Whether it is 3d or 2d, it is actually just a form of expression of a game.

At least he agrees a little bit.

That is, in the next ten years, 3D games will indeed be difficult to become the absolute mainstream. Moreover, in this period of time in the future, there have been many extremely outstanding works, whether it is the 3D games that have just begun to sprout or the 2D games that have developed and matured.

Although 3d is a sense of space that 2d cannot achieve in the performance of the scene, in terms of exquisiteness and fineness, the 3d modeling in this era is far inferior to the hand-painted by 2d artists.

Even in the next twenty years.

Can high-realistic 3D modeling be comparable to hand-drawn?

Not necessarily.

Therefore, Jester is not angry about the argument that many people inside believe that 2D games will remain mainstream in the future.

Make a game!

It’s not whether this game is 3D or not, but whether this game is fun or not.

Whether it is fun or not is the only criterion for judging a game.

If 3D is certain to be able to completely defeat the 2D game, many examples can completely deny this remark. For example, is the QQ Xianxia fax more fun than the pixel game "Runite Guardian"?

Jester just finished a high-level meeting.

The attendees at the conference were all absolutely top leaders in Mars Entertainment, and almost only developers of the level like Nakayuji and Hiroshi Sakaguchi can participate.

This is a conference call.

The discussion is about the new host.

Jester's attitude towards host development is carried out in the form of software-leading hardware, which runs contrary to the traditional hardware-first concept in this era. For example, Sony Computer Entertainment, because Karakaraki is a hardware-based company, Sony has always used this hardware as a standard method for research and development.

This is also the biggest difference between Mars Entertainment and other game companies in hardware development.

For example, Sony, they are hardware engineers who develop game consoles according to their ideas, and then give them to game developers, and ask them to design games based on the hardware they have developed. As for whether this hardware is in line with the wishes of those software developers, this is not what these hardware developers care about.

This development idea has always existed since the birth of Sony Entertainment, until Ken Kuraki's sad retirement.

Of course, the phenomenal success achieved by Sony Computer Entertainment in the first fifteen years under the leadership of Ken Kutaraki shows the rationality of this research and development method, but this rationality is based on the conditions of a leader with foresight and great courage.

Ken Kutaraki's understanding of hardware is like Jobs in later generations.

They are the kind of people who don't know what kind of products they need until you put them in front of them.

However, such people will never make mistakes.

Or to put it another way, the foresight of such people is not always able to see where they should see.

For example, when Ken Kutaraki's development of ps3, it is true that Ken Kutaraki saw the future, but the future he saw is a little too far. As the saying goes, one step ahead is a hero, and one step ahead of food supplements, isn't he a hero.

Then, Sony learned about the mistakes made by Ken Kutaraki in hardware development.

Only then did the decision to let software developers lead hardware development.

This is also to solve the difficulty of how to solve this dilemma when a hardware company lacks a great person like Ken Kutaraki.

Naturally, Jester can act as a legendary figure like Ken Kutaraki, or Steve Jobs who can see through the fog of the future.

But he knew that this way of completely putting the bet on one person was not advisable.

It is the way of returning a product's design idea to those who really need them is more in line with his thoughts.
Chapter completed!
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