Material Excavation of the Legendary Game Wonder Project J ... Tomo of the Game Design to Communicate with the Now Little Enix's Mysterious Game [CEDEC 2021]
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The largest game conference CEDEC2021 in Japan was held from August 24 to 26 days, and a session of ** to asset to assets, Game development materials excavation projects in Square Enix.
This lecture reports the activities of the Salvage Project Save of past assets in Square Enix. This time, as part of its activities, it was introduced that the development material of the Wonder Project J series was excised ** Wonder Project J series was released in 1994.
The series is a work that became a topic in the concept that communicates with the character moving freely in the game. Mr. Hiroji Fujimoto, who was once served as a producer of this work, is a researcher AI researcher, and Sakuear Enix's Technology Promotion Department, Mis-no-Siichiro, will explain the Save attempt.
# Excaves the legendary game from the Save project>
By the purpose of the purpose of the Save project started, Mr. Miyake lists Building the history as a point. Since the history is repeated in game development, he says that it can not create a flow towards the future.
Therefore, it is explained that it is useful in various scenes to archive past materials and make use of materials and use effectively. The development process of the development is to support development, as well as the time to stand, the value of the material itself is rising and it will be valuable.
As the value of the material goes up, there is also the effect of being able to announce the content of activities towards internal and external, and in addition to supporting public relations, in recent years, new employees are easy to fit the attributability to the company, but firmly By showing the roots as a history, it is explained that there is also the effect of personnel assistance to have the awareness.
Such projects have a big deal case where Bandai Namco Institute has started to save data. It seems that he made a presentation directly to the president, explaining what kind of merit in and outside the company or outside the company, and it seems to work towards execution.
However, there is a problem that there is a problem that can not be launched by the epidemic of new coronavirus infections, and there has been a problem that the office works can be reduced by the home work progress, and the risk of reducing the office will be discarded. It is said that it has been.
So Miyake executes a presentation for the entire company. Also from other departments, I finally started teaching the project. In cooperation with the General Affairs Department, it is said that each department and individual brought back home, and it is said that individual development materials are collected.
# Excavation of Wonder Project J in Save Project
In the process of such a Save project, the Wonder Project J material, which is the legendary one of the old enix, has been excavated.
Currently, it is a nostalgic title for 30 to 40s, but there are still no archiving delivery in a virtual console etc., and unfortunately there is a limited way to play now.
Therefore, when it was a title that was a half legalized, in the corner of the morning information program ZIP! Corner of the morning information program ZIP! The actor Shunsuke introduced this work. It is a topic on SNS and news sites, and it is still a title with a lot of fans.
From here, Mr. Fujimoto, who served as a producer of this work. I remained the 1994 drugs and it became a reference for the subsequent creator, and it was useful. This is the reason for receiving this session.
Wonder Project J was developed in the genre of Communication Adventure. The first generation is released with a super nested property, and development is a work that Mr. Yonada was in charge of Armanic.
The main character of the game, a robot's pino called Gidin is a character moving by yourself, and the player's main gameplay is to communicate with him. It can be said that it is the attraction of this work, such as how to throw the ball and how to sing singing and sing the song.
# I wanted to make a new one
What was the source of this work with such a charm?
Mr. Fujimoto turned back at that time, I wanted to make a new thing. For some reason, from the president of Enix at the time, The game to come out in the world is the same. It seems that it was said that it was said that it was said that it is not a new thing that does not make new things. .
If there are 100 games in the world, 97 are the same, but three new ones are new. There are 5 works to hit, and one of them is a new attempt It is that it became motivation.
So what did you try to introduce as a new attempt in the game at that time? That was an independently lived character in the game.
According to Mr. Fujimoto, there is a game that teaches dogs to the dog in McKintosh, and it has become the origin of the game. It is also interesting from the technologies experimental software often found on PCs at the time, not from orthodox existing games.
That's why the game system was expected to teach the pet at first. The initial title was Facboard , and a cute monster character was alive in the game.
A little bit of Tamagotchi , and changing the 90's, it seemed that the game design was a theme of the game design that lived in the game.
When you look at the plan, There is a game that grew up the character, Game sex that clears the event and map, Wonder Project J, such as Character Education Law, etc. can already see the game design .
Mr. Fujimoto wrote a plan over 100 pages, because new games are new games. Of course, the parameter setting, as well as the story line, it seems that it was decided from the planning step to the existence of the back ending.
However, when I showed a plan, a severe feedback Is it funny? Mr. Fujimoto thinks about what is really interesting. So he said, Pet in the screen is not interesting, not the communication is interesting? .
So the second work of the plan transitions to Jeppet's son . Looking at the character, you can see that it was approaching Wonder Project J. In the second work he thought that he is not to communicate with people? .
From now on, the theme can be said to be a game design pursued in other games at the time of the 90's. Wonder Project J, Tokimeki Memorial released the same year, and after that, Noël was pursuing the fun of communicating with humans in the game Because it was a work.
But at that time, there were still few cases to communicate with characters in the game. Mr. Fujimoto at that time was considered to be ** Communication with human beings, so there is no reason to react.
So he changed to the form that he is not human. He turns into a direction to communicate with a robot. The character also has a design with Pinocchio motif, and you can see that it has been approaching a fairly completed shape in a direction that includes the elements of animation as a fairy and communicating.
The plan is a form that floats the fun of the game play, and it seems to have repeated the presentation many times. Each time I get a reaction that I do not know, I finally said that it was finally about 130 pages. Mr. Fujimoto looked back as .
Can you actually make such a new game? It is also incorporated into the project. This is because the 90's was different from the present, so it was necessary to precisely calculate the game capacity.
The Super NES ROM cassette has a limit to the capacity, and the Wonder Project J was a plan to pay at 16 Mbytes at the planning stage. The final finished version seems to have been 24m. By systematizing to capacity at the planning stage, it is said that I was writing a project to what I could explain to the programmer who could make?
So I left how to leave it as liver, and I was making it thinking about whether it was scraped out. BGM and SE also eaten capacity, so I look back with quite carefully selected. It is a testimony that makes a lot of capacity that can be vacant by scraping music at the end of development. is a testimony that makes you feel very good.
Speaking of Wonder Project J, it seems that the pino is getting rid of it, but the movement of these characters was also considered at the planning stage. A variety of movements such as an iron rod or an animation that rudes the ship was planned early. It may also be described from the reaction of the item. I also show that I was simmered in the planning stage, such as throwing a ball or lifting with a soccer ball. Wonder Project J was simmered at the planning stage.
Mr. Fujimoto thoroughly stuffs detailed and to give a presentation. But still did not sign a development go sign. As a result of thinking about thinking, he noticed that he was not able to tell players eventually experienced? .
So he made the flow of gameplay all about to explain the flow of gameplay as a pictureboard . Start the game and explain all gameplays until a series of events begins and finish. It seems that the conteter was pasted in the wall to persuade the boss and explained the flow.
So far, it is finally developed GO sign. ** Looking back the factors that the meaning of the meaning and enthusiasm.
After all, I feel the difficulty of passing a new one, but this Wonder Project J has passed from a track record of the Wonder Project J, Flow that a strange game comes out from the old enix. It seems that it has become .
Speaking of which, a game that can not be explained in a word, such as , Rikawa-kun No. 2 , sagiri , Supergal Delic Hour ** , etc. has been released from the former Enix. It was true that the times of Wonder Project J was the ancestor ... and I was surprised from the commentary of Mr. Fujimoto.
# Studio Ghibli Works with staff worked, full-scale game development
The development of this work is, was and was not made only by the orthodox game development staff. Anime - The Deployment Director in charge of Mr. Umanosuke Iida has been involved in Lupine III PART3 and of Studio Ghibli Castle in the Sky , voice of the hero and Pino the day 髙Noriko was recalls Fujimoto said first flow of staff has been collected, such as in charge.
Beginning with the character of the set rough also published to the Pino. One of the concepts of this work, there was a thing called interesting if Torere the animation of the hero and the communication in the television. If I also remember those days, still and Future Boy Conan , the memory from the image that Hairikomeru in the world of house World Masterpiece Theater is an animated series that was aired in the 1990s, was playing this work Yes, the aim of Fujimoto said I think it was very effective.
As can be seen from the slide, as much as say, I got a higher from the rough image of quality, is so went also decided character of the dot in the process, such as the animation production.
Also documents that the meeting was going to 21 o'clock 19. Fujimoto is the case had been a meeting at the tavern well with Yoneda's development company. From today you are getting a little stricter about the way of working, but there is a generous impression, at that time, the team that was trying to make a new game will be the mind might have been what kind of conversation.
Excitement for the new game is, did those which can be read from the debugging sheet.
Debugging game play at the time, it had been reported in hand-painted on a sheet along with the video shoot. Help people send debugging of the video, so or asked to do by motorbike flights, we will use the same video many times and dubbing, etc. or have become poor gradually image quality, there has been a struggle which has been performed in the analog is.
What was interesting in debugging is, wish I even concise report, says that it is that there was a much more detailed report will be described with writing a very tightly the picture . Recalls Fujimoto said debug team was also me like this work, in character and world view of this work is how that was empathy we hear about.
Debugging time is a tough times, but the sense of solidarity and development team in that there has been a reaction of much write such a picture is born, good effect came out, Fujimoto said had told Kangaibukaku.
Fujimoto Mr. recalls the case of Wonder Project J, I think that! I want to make a new one does not change. At that time in the motivation and passion went was in Tsuppashi' has put together a session with.
While Have also show the current proposal author, discovered how the new game design theme is 90's of the game, dug feel like I can check to see went reblogged. Communication and of the characters in the game, such as the stance to be complex and genre of animation, I think that went also led to a certain now of the game, such as Umamusume Pretty Derby in the sense.
Fujimoto said at the end, told the amount that has been streamlined now, because the time has decreased, I want so make things more interesting the minute . As the author, it is the place where desire is also still Wonder Project J series archive delivery of, is where you want to look forward to future developments.
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