America: The Godfather of Game Development
Chapter 659

"Tower of Babel Hymn"

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"Close that door."

"I'll go!"

Which door do you open?

"You go"

Bill and an NPC kept communicating, and through a limited number of symbols, they actually worked together to solve a complex sluice gate puzzle.

When the two finally crossed the numerous obstacles and said goodbye in a language Bill could fully understand before reaching the finish line, the wonderful feeling he experienced gave him a strange sense of accomplishment.

Who would have thought that such a short puzzle would allow him to master a completely unfamiliar language from scratch?

Okay, saying you have complete control is a bit too arrogant.

He only learned a few basic words.

At least now he knows how to greet people and how to say "open the door" and "close the door."

Each section of the game follows a similar design. Well-placed puzzles, coupled with the introduction of new characters, allow players to quickly grasp the game after a period of thought.

The intensity of this thinking is not low, but perhaps because the positive feedback is dense and strong enough, it does not give people a feeling of fatigue.

Despite the game's slow pace, it features an unusually dense design of positive feedback mechanisms.

Whenever players think they've figured things out, the game will reward them with a small bonus.

It was like the murals that appeared in front of Bill.

Although the labels under each painting are entirely in unfamiliar terms, they are actually very easy to understand because of the paintings themselves.

The crops died from being scorched by the sun.

People go to worship gods.

"People and Believers"

"Man must go to the Tower of Babel to find God."

"A villain carrying a knife wouldn't let them in, and the believers were enraged."

Looking at the five images, one can quickly discover that all the words describing humans share the same vertical line structure. With a quick push, the entire four characters can be deciphered.

[Human][Believer][Warrior][God]

In essence, the core of the entire game boils down to this.

But its strength lies in its ingenious design, with each element intricately linked.

The project experience these developers have accumulated from the Myst, and even earlier, the Zork era, has made them highly professional in their control over such details.

The difficulty increases gradually, starting with the most basic Christian language, with each race having its own unique linguistic features.

Playing the whole game, instead of feeling repetitive and boring, the feeling of enlightenment becomes stronger and stronger as you master more and more characters.

The five ethnic groups help each other, unite as one, and Esprit de Corps thick and thin.

When language barriers are completely broken down through the efforts of players, the power of this global unity can be even stronger than that of the gods.

Even the original "deity" was a misconception caused by language differences.

Rather, it would be more accurate to say that once people of all races truly unite, the existence of gods becomes irrelevant.

... [Greetings/Farewell]

[I found the game]

[You are an excellent game!]

We are believers.

[This is a game I love to play]

[You're asking if I haven't played it?]

["electronicgames Monthly"]

[Many readers are probably wondering right now, what's wrong with me today?]

Why is your writing so strange?

[If you're thinking like that, bro, then you really should try " The Tower of Babel Hymn "!]

[This is the most unique and interesting puzzle game I've ever played.] [After finishing the Disco Elysium project, Lucas Arts clearly shifted its development focus back to traditional puzzle games.]

It reminds me of the days I spent solving mysteries aboard the Obra Dinn.

[When I learned five languages, I will...]

Oh, sorry, I almost spoiled the best part!

[If I had the chance, I'd even like to knock myself unconscious with a stick, so I could forget everything from this period and play it all over again.]

[Excellent artistry, excellent gameplay, simply perfect!]

[Editor a: 92/100]

[Edit b: 94/100]

[Edit c:85/100]

[Edited d:98/100]

For many gaming media outlets, Gamenova is definitely the one with the most troublesome articles to write.

Of course, it's also the one with the most complicated award selection process.

Trying to maintain a neutral stance on Gamenova is much harder than trying to maintain a neutral stance on the entire gaming industry.

Given the current situation, it's only because Disco Elysium is a CRPG that this year's Adventure game awards are such a bloodbath.

Don't be fooled by the fact that its gameplay may not be as Volkswagen as current FPS titles.

But the more this type of game it is, the stronger the player's stickiness.

If things aren't handled evenly, it could lead to serious trouble.

Thankfully, Return of the Obra Dinn is a game from last year.

Otherwise, we'd probably have to give them a special, customized award again this year.

Even so, after this period of performance, various media outlets have now come to understand one thing.

Lin Lixin specifically established the new label Lucas Arts to handle works that, while not large enough to be considered by Gamenova headquarters, were highly suitable for winning awards.

In other words, Lucas Arts, from its inception, was designed to bring fame to Gamenova. What more is there to say?

Just throw any arts-related award at them, and that's it.

Regardless of how the final outcome is handled, giving them a nomination to get them noticed is definitely a good idea.

But...

It's not a blockbuster sales miracle like " The Myst ".

This is a small-scale puzzle game that hasn't achieved particularly outstanding results in terms of buzz or sales.

Especially considering the recent string of major news stories.

Players simply don't have enough time to focus on these things.

[It is reported that after Atari disclosed its development plan for its fifth-generation console, the Atari Jaguar, Sony also officially announced the establishment of the PlayStation project team.]

[Project leader Ken Kutaragi officially announced to the media that they will not terminate the PlayStation development plan.]

[We recently interviewed a well-informed source who confirmed that development on Gamenova's next-generation device has already begun.]

[Despite the impact of 3D, developers don't seem to have given up on the possibility of a fifth generation.] [Let's look forward to seeing what exciting titles await us in the next era!]

For the gaming industry, there has never been a period as vibrant as these past few years.

The end of the fourth generation, the eve of the fifth generation.

At this time of transition, every manufacturer is gearing up and preparing.

Meanwhile...

Gamenova's hardware division is engaged in a heated debate over the development of a new controller.

"I say asymmetry is the ergonomic design! The left joystick is used more frequently, while the D-pad is used less frequently, so it should be asymmetrical with the right side."

"Symmetry is the embodiment of aesthetics! The symmetrical design of the dual joysticks allows for greater possibilities in the 3D era. Left for movement and right for camera, combined with the trigger buttons, provides a more comfortable grip."

"You didn't consider Need for Speed! If we continue to focus on racing games, the right analog stick won't be as prioritized."

"You didn't consider action games and fighting games! Symmetrical controllers are easier to use!"

"What about FPS games? FPS is our main genre!"

... Cerny, Sam, Will, Carmack, and a group of others got into a heated argument.

They have been subtly divided into two major camps: symmetrical and asymmetrical.

They argued fiercely, each claiming to be right.

This situation occurred... strictly speaking, because of Lin Lixin.

Because he had recently put forward a new idea.

"We need a second joystick."

He said this.

Prior to this, whether it was Gamenova or other manufacturers, the design of the gamepad had always been either directional pad + function buttons or joystick + function buttons.

This seems to have become an ironclad rule.

The handle seems to have been naturally designed to look like this.

But Lin Lixin said: No!

"In the future, 3D games will become increasingly mainstream and important. For higher-dimensional game spaces, the existing single joystick is gradually becoming insufficient to meet increasingly complex controls." This trend wasn't as pronounced in the 16-bit era.

Despite Gamenova's advanced 3D graphics accelerator cards enabling the early creation of many groundbreaking 3D games.

But all of this is based on extremely high levels of optimization and visual deception.

But the fifth generation is different.

The fifth generation is the true 3D generation.

This is an era in which all games are moving towards 3D.

Early 3D games did not actually require dual-joystick controls.

Because designers will proactively optimize the operation.

It's not just players; developers are also thinking about this.

In a 3D world, how exactly should players interact?

A wide variety of fixed and follow cameras, along with numerous shoulder button adjustment strategies, have been developed.

It wasn't until the era of Sony's DualShock controller that the necessity of dual analog sticks was finally established. However, it was also at this time that the disagreements truly began.

Where should the second joystick be placed?

First of all, it's certain that it will be on the right side; it would be too odd to place it on the left side along with the left joystick.

But should we go for a symmetrical or asymmetrical layout?

Symmetrical layout is the pattern that Sony has always used, from DualShock to the current DualSense. Except for a few experimental controllers, all of them have completely symmetrical molds.

At first glance, it is indeed elegant and beautiful.

Its feel in hand has always been unparalleled.

When it comes to making controllers incredibly versatile, Sony truly stands alone.

While Nintendo's Joycon boasts an excellent MEMS electromechanical system, its main advantage lies in its innovative design.

In terms of absolute feel, DualSense is indeed a rare top-tier controller.

The asymmetric approach, which is the route taken by Nintendo and Microsoft's Xbox, is the opposite.

This layout is more ergonomic and better suited for FPS games, making the controls smoother. It's difficult to say which layout is superior.

Depending on the game style and genre, each has its own area of strength.

"Stop arguing, let's do asymmetry."

Lin Lixin rubbed his temples and then made his conclusion.

Gamenova's game lineup includes plenty of FPS and racing games.

For these works, asymmetry is indeed more reasonable.

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