America: The Godfather of Game Development
Chapter 565

Finishing Moves, the soul of both commercial appeal and artistry

1,729 words6 min read0 views9h ago
Next

"Fatality?"

At first glance, this word is indeed difficult to understand.

A more literal translation would be something like "fatal" or "death."

"That's right, Fatality. Unlike the combo systems in Street Fighter and the King of Fighters, this is a... mechanism that exists after the match ends."

"Huh?"

Simply put, it's about deciding how your opponent dies.

Lin Lixin explained patiently.

It is precisely this extremely bloody and brutal system that makes Mortal Kombat stand out among fighting games and become a favorite among United States fighting game players.

At the same time, it is also one of the most controversial and iconic designs in the history of video games.

"Oh... I think I understand what you mean."

Lucas nodded thoughtfully.

It was a kind of... sense of control. He suddenly understood what direction Lin Lixin was planning to take in his work.

In traditional fighting games, a match is more like a sporting event or competition.

What the two sides are engaging in is likely a martial arts sparring match, emphasizing stopping short of defeat.

Don't be fooled by the wide-ranging action sequences and the dazzling special effects; it may look incredibly exciting.

But in reality, the outcome of a match between the two sides is usually just a win or a loss.

The match ends when one player falls to the ground and cannot get up.

The victorious side strikes a victory pose.

With this kind of packaging design, although the entire fighting match is intense, it subconsciously gives people the feeling that it's just a joke.

It's a sense of security that comes from the depths of one's consciousness.

However, judging from the wording of Lin Lixin's words just now, it is highly likely that Mortal Kombat is going to say no to this pattern.

So, the so-called "fatality" is actually a mechanism that reinforces the reward of victory?

"That's right!" Lin Lixin laughed heartily, surprised by Lucas's keen insight.

"The purpose of Finishing Move is to solve this problem."

In traditional fighting games, there has always been a problem that, while not fatal, is certainly present.

The positive feedback from the victory wasn't strong enough.

In RPG games, players grow stronger after battles, acquire better items and equipment, and learn new skills.

Adventure games gradually unveil the mysteries of the world, providing a sense of fulfillment and motivation.

Fighting games, on the other hand, are entirely technology-driven.

For a very large number of players who are unwilling to invest too much effort in honing their skills through video games, but simply intend to relax through gaming, fighting games do indeed have a very high barrier to entry.

Many people lose their enthusiasm quickly after experiencing all the characters.

Those who truly survive will suffer prolonged frustration due to the relentless beatings from the more experienced players after they've entered the ranks.

Keep in mind that there was no matchmaking system like the one we'll see later in the game, and as for Elo, that was practically nonexistent.

For a fighting game newbie, the more likely scenario is that they'll suddenly be brutally beaten by a randomly spawning expert in the wild, using moves they've never seen before, shattering their resolve and forcing them to retire. In 1990s arcades, more people would choose to watch fighting games than actually play them.

The enjoyable match between two skilled players, the trash talk before and after the game, and the upcoming challenge are all part of the fun.

This intense competitive atmosphere and high entertainment value are the key to the prosperity of fighting games.

It's a game genre that originated in arcades and lives in arcades.

"When I went to Japan on a business trip the other day, I visited a local arcade, you know, for research."

Lin Lixin didn't rush to continue, but suddenly changed the subject and started talking about something that seemed unrelated.

"I saw a very cleverly designed arcade machine there that really impressed me. Can you guess what it was?"

He kept them in suspense, raising an eyebrow as he scanned the three of them.

However, they didn't have to wait long before Lin Lixin gave his answer.

" Mahjong Academy "

A work that is not well-known even in Europe and America.

This machine is known only to a small number of mahjong enthusiasts and players interested in illusion Entertainment. Even in North America, it's not easy to play; you have to spend a lot of money to buy the circuit board from Japan and tinker with it yourself.

At the same time... it's also the flagship product of this shadow company under gamenova.

"Ha?"

The three, who expected to hear the name of a fighting game, were all taken aback.

Just from the title, this work has absolutely nothing to do with the word "fighting".

They initially thought Lin Lixin had probably played some interesting fighting games in Japan and was planning to absorb some of the good ideas from them.

"What kind of looks are those? This is important, okay? Just because they're not the same type of game doesn't mean their mechanics can't be interchangeable."

Lin Lixin waved his hand and said seriously.

He wasn't just joking; upon closer inspection, the concept of Finishing Move is indeed quite similar to the H-key system in " Mahjong Academy."

Essentially, they are all a means of reinforcing feedback.

"All the Mahjong Academy arcade machines I saw had the same characteristic: the large 'h' button was either faded or completely broken."

Never underestimate a person's initiative when it comes to sex. Remember, he specifically instructed that those buttons be made to last a long time.

Even with these specially enhanced durability versions, the fact that so many characters still break at once shows just how crazy players are about getting their characters to take off their clothes.

"There's a mechanism in ' Mahjong Academy ' that..."

After Lin Lixin's explanation, Lucas and the other two finally revealed a strange look of understanding.

Sage Lin's focus remains astonishing.

It's truly baffling that you can find mechanics in a restricted mahjong game that can be used in a fighting game.

"So... you mean you want to design a similar mechanism in Mortal Kombat, where you can... humiliate your opponent after the match?"

"That's right, gore is just a byproduct; what we really want is the spectacle."

Lin Lixin smiled and nodded.

"More importantly, like ' Mahjong Academy,' compared to simply showing execution scenes, this mechanism that requires active interaction to trigger naturally creates a strong sense of immersion."

Why is the "H key clothing destruction" mechanic in the Mahjong Academy so Legend?

A large part of the reason stems from this. The more aggressively you press the H button, the more aggressively the other person will strip.

In this environment, the entire undressing process felt like I was personally participating in it, helping her take off her clothes.

This is one of the most important aspects of participation, immersion, and interaction.

"Interactive entertainment..."

Lucas's lips twitched slightly.

Although Lin Lixin said he didn't care about 3do, he still kept a close eye on the other party.

No wonder he said earlier that Trip didn't understand the essence of interactive video at all.

Compared to the two fully animated FMV games that 3do launched, which were essentially Adventure visual novels, Mortal Kombat's design is more in line with the concept of "interactive entertainment."

"Of course, besides these, it is also an important component in ensuring commercial viability."

No matter how much hype is given to a video game, or how many times it's touted as a once-in-a-millennium masterpiece, it's still a game.

If you pay 50 cents to play a game, and everyone runs away in a flash, then it's a failed game.

Whether it's Gamenova or arcades, the ultimate goal is to make money. Street Fighter has been able to maintain its popularity year after year through its competitive nature, something Mortal Kombat can't easily do.

To ensure commercial viability, Finishing Move is also essential.

"Huh... commercial? For the purpose of dissemination?"

"Yes, anyway, you'll be officially entering the game industry soon, and this is equally important for you if you're going to make arcade games."

Lin Lixin rubbed his chin.

" Lucas, do you play games regularly? I mean arcade games, the kind you see in arcades."

Schwarzenegger and Brandon Lee are a given; they were both made famous by arcade games, and even if it's just to maintain their public image, they'll still occasionally show up at arcades.

"Of course, even if I don't play it, I still have to check out Temple Run. Listening to the discussions among players often gives me a lot of insights."

"From a commercial perspective, what do you think is the most important characteristic of an arcade machine?"

"Um..."

Lucas realized that Lin Lixin seemed to be talking to him seriously, so he also became more serious and frowned in deep thought.

If we're talking about Gamenova's most commercially successful arcade titles, then it would undoubtedly be the money-devouring monster * Hotline Miami * and their two fighting games.

Games like " Ace Combat " are all about showing off skills, but due to their high production costs, they are critically acclaimed but not commercially successful.

Going back even further in time, Tetris was also a huge hit back then.

However, with the widespread availability of NP (PlayerUnknown's Battlegrounds), Tetris is now practically a must-have for everyone, while its popularity in arcades has waned.

"It's about... the coin-operated rate? It keeps people playing non-stop, without getting tired."

"Yes, that's important, but there's something even more important."

Lin Lixin nodded, his eyes fixed on Lucas.

"More importantly... it makes others want to insert coins too."

Even the most enthusiastic players will eventually lose interest and become bored over time.

Eventually, he will leave the fandom.

Only by constantly injecting fresh blood or enthusiasm can a game maintain its activity level.

This applies to continuous updates and events in online games, esports tournaments, and the marketing of single-player games. This is the most terrifying achievement of the Finishing Move, Fatality, on a commercial level.

"Fatality can make passersby stop and watch; when the music changes, the visuals change, and a flashy execution cutscene starts playing on the screen, a potential player passing by will be drawn in."

Such visually appealing images naturally have a strong potential for widespread dissemination.

It makes people want to try it themselves after seeing it.

"Of course, besides the Finishing Move, I've also prepared a mechanism that's equally essential to the soul..."

End of Chapter
Prev
NovelSummaries
Next

Explore the wiki

Comments