dragon quest if it is a national level game.
final fantasy is a world-class game.
the specific reason for takeyuki can't be said, but foreign countries do have a stronger acceptance of final fantasy.
perhaps because the background of the final fantasy story is mixed with some more technological elements that conform to modern aesthetics.
for example, a style similar to steampunk, or a modern and magical super-era technological background.
in an era of great improvement in culture and technology, this sci-fi style game may also be more pleasing.
however, the style of final fantasy part 1 was not like this, but it was only changed later.
if dragon quest is a reunion story about the legend of the brave, then final fantasy tends to be a little darker, which also makes final fantasy more adult, and indirectly expands the audience of the crowd a little.
in a previous life, final fantasy was the last gamble of its company, square, and if it did not succeed, the company was expected to be dissolved at that time.
so they were a bit of a wreck at that time, wanting to break the rules, and finally tried desperately in the first game style called cinematic narrative.
ACHIEVING A CINEMATIC NARRATIVE ON FC SOUNDS BIZARRE, BUT OF COURSE IT CERTAINLY CAN'T BE A PICTURE THAT REALLY LOOKS LIKE A MOVIE, NOT EVEN TO COMPARE WITH ANCIENT ANIMATION.
but it's also a head start, setting one of the benchmarks for final fantasy.
there is another one, that is, the protagonists in final fantasy are no longer perfect people, but flesh and blood souls.
they have their own sufferings, such as suffering from darkness and light, or having flaws in their own personality.
this is completely different from the current role-playing game in which the protagonists are gods and mutes.
in the current role-playing game, people in this world are still clumsily imitating their own dragon fighting and the legend of zelda, and subconsciously set the protagonist as dumb and close to the perfect character.
with unparalleled courage and a strong physique, he can move forward in the face of any enemy, almost without flinching, just like a real god.
but from final fantasy onwards, the protagonist has more personalities and really talks.
in fact, such a flesh-and-blood character is easier to remember, which may be one of the reasons why final fantasy can be popular in the world.
then, there's the classic style of game painting, and the crystal overture music that can't be more classic.
no matter how it is changed in the future, there will always be music with a unique charm.
there is such a saying in the tv series.
seven points of the tv series is very theme song.
if the theme song is beautiful enough, it can also attract the attention of the audience and let the audience subconsciously see how the tv series is.
then the tv series with a passing line of seven points can get additional help and increase the revenue.
THE DEMAND FOR MUSIC IN VIDEO GAMES IS ACTUALLY VERY LARGE, BUT UNFORTUNATELY, THE PERFORMANCE OF THE RED AND WHITE MACHINE ITSELF IS THERE, AND IT IS A PROBLEM TO WANT TO MAKE SOME GOOD MUSIC, AND FINALLY YOU CAN ONLY USE 8BIT'S UNIQUE MUSIC COMPOSITION METHOD TO HELP THE GAME CONSOLE PLAY.
BUT WHEN THE SUPER NINTENDO SFC CAME ALONG, THIS GAME CONSOLE WITH A LOT OF PERFORMANCE IMPROVEMENTS WAS ABLE TO DO MORE.
as soon as takeyuki had formed the fifth game development team, he immediately asked them to find a good enough musician and a well-known artist.
as for the preparation of the game, it is entirely possible to put aside the artists and musicians first.
zhu youxing didn't know enough about the world, and he could still think of a way to paint it, but it was really difficult for him to say what kind of musician was suitable.
however, he copied the composition of the crystal overture in advance, as well as chocobo, two of the most iconic elements of final fantasy music.
in any case, these two pieces of music must not be less.
with the tasks arranged by takeyuki, the members of the game development team are like the protagonists of the game who accept the tasks, and they are excited to run out to find the artists and musicians they think are suitable.
then, takeyuki was once again involved in the development of mitterrod.
now after more than a month of development, the game has been basically completed, and all that remains is debugging and making the game as perfect as possible.
for example, see if you can also increase the action strike attributes of the game itself, and see how to make the protagonist more graphical and powerful during the battle.
this kind of blow is sometimes very unclear, it is difficult to say what is the best, can only continue to test and try.
in his previous life, zhu youxing was a code farmer and knew a lot about the game, but in huaxia, the game sense of blow was actually a bit weak, but he remembered that he himself had been trying to test the sense of blow over the years.
every time you fine-tune the data, you will test it for a long time to see if it fits the imagination of the sense of blow in your heart.
if it doesn't, then modify the data again, test it again, until you reach the most perfect imagination of the sense of blow in your mind.
It is this kind of continuous testing that has accumulated over the years, and finally knows that Ben is unique in fighting games and action games.
in the previous era of takeyuki, capcom, a company known as the action heavenly lord, also listed the code in it as a company secret, and the kind that must not be easily passed on has become something that many companies are very hungry for.
this is something that takeyuki also intends to emulate, and sometimes some things really can only rely on a long period of trying, and there is no shortcut to go.
even if you know a lot of program code in this regard now, you can only solve temporary problems, and eventually let the people of this world embark on the road of constant testing and constant modification.
"bamboo tour, this is today's test data."
tsukino came to takeyuki's office and placed more than two hundred pages of paper densely packed with program code on the table.
tsukino cai also looked a little tired.
this kind of work is indeed very boring, but it is the only way to go.
zhu youxing directly ignored the code of those hundreds of pages, and if he looked at it, he estimated that he would see the year of the monkey and the moon of ma.
this is the result of the efforts of all the programmers in their own game production team.
after putting the paper on takeyuki's desk, tsukino sat down in her seat a little languidly.
"some tired of it, if not, take a break, this thing is not in a hurry, slowly test it, in fact, the current game has been very good, and the last remaining is the test of the game itself and minor changes."
tsukino shook her head, "it's what you said about constantly testing the code to make the game more perfect, and i won't give up." "
takeyuki smiled: "but don't be in a hurry, the pursuit of perfection is a good thing, but as the saying goes, no matter how to pursue perfection, you always have to eat, and when necessary, you still have to sell the game." "