America: The Godfather of Game Development
Chapter 672

Now this was the West Coast vibe

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I'm home.

Pauly couldn't wait to hang up his coat and go straight to the TV, carefully unpacking the box.

These days, video games don't come in boxes that are just a single layer of plastic like they do now, with a CD inside.

(It's even possible that, like postmodern Sony, they won't even have CDs.)

The packaging box itself is already a highly collectible item.

Holding it in your hand feels like holding a substantial and engaging book; it's very comfortable to hold.

The entire outer box is made of multiple layers of cardboard. Besides the game's promotional posters, the rest are the essential ESR rating mark and in-game screenshots.

And the price tags that distributors themselves put up in the stores.

The one Pauly is very beautiful.

Since it was brand new and had been carefully protected throughout the journey, there wasn't even a scratch on the edges.

Keep in mind that this was a cardboard box, not the later plastic box.

To be able to guarantee this level of Pauly, Poly is truly a master. Upon opening the box, the first thing you see is the game disc itself, carefully protected by small packaging.

Pauly carefully pulled it out and placed it on the game console without turning it on right away.

These days, opening the box is part of the fun of a video game.

Like most RPG games, the packaging may even include a complete map, artbook, and other content.

Some are so extravagant that they even stuff a novel inside!

And of course, the instruction manual is indispensable.

Like Wolfenstein 3D, the booklet is extremely thick and even contains a complete strategy guide.

Perhaps this is a unique kind of romance in the physical world.

With the rise of digital distribution in later generations, few manufacturers put so much effort into designing packaging and contents.

"Map!"

Pauly immediately spotted another package inside the box and took it out.

This is a classic folding map, which, when unfolded, is almost as big as a desktop background. And for a map of this size, there are actually three whole sheets inside!

That's right, three!

Liberty City, San Andreas, and Vice City.

Not just three, but three densely packed together!

Every street and every house was carefully drawn on the map, and all important locations were marked.

It's worth noting that while video games often include maps in their packaging...

However, many of them are used to enhance the sense of immersion, and of course, to prevent players from getting lost.

Just like a large number of fantasy RPGs and Adventure games.

Their maps are often covered by vast oceans, and the entire map is actually a satellite image of the continent.

It's mostly just for the players' enjoyment.

But these three are not quite the same.

It's drawn in far too much detail. You don't even need to open the game; just by looking at this picture, you can clearly distinguish the various locations in the city.

Two large bridges separate the main urban area from the cargo terminal.

The wooden piers are built around the inner bay, clearly intended for wealthy people to moor their boats.

To the north lies a densely populated residential area, with houses crammed together, clearly the city center.

Further north, it's clearly an affluent area, with rows of villas and mansions, and the building density is significantly lower.

This configuration... for some reason, gives off a strange sense of déjà vu.

Pauly looked at the main road that ran through the entire city, and the design that divided the docks, the main city, and the wealthy districts, the sense of déjà vu in his mind grew stronger and stronger.

[San Andreas]

"This is... California?"

Pauly it difficult to match this map with any city he could remember.

But its countless details constantly match my memories of United States.

That bridge with its red supporting beams looks exactly like the Golden Gate Bridge in San Francisco. The design of the affluent neighborhoods is just like Hollywood in Los Angeles.

The city's design style closely resembles that of the West Coast.

With this guess in mind, the more Pauly looked at it, the more he could match the object with his memories.

This is a fictional city.

But its prototype is definitely fucking California, no doubt!

"And this one..."

Thinking of this, Pauly picked up the map with the name "[Vice City]" written on it again.

This one is even more recognizable.

The change in building color schemes and the hues of the water make it immediately clear that this is Florida.

Or rather... Miami!

As for [Liberty City]...

Head to Bing Search Flag to see the latest chapter! Judging from the division of the waterways and the large island in the water, it's not hard to guess that this must be New York.

Three maps, three styles, three fictional cities.

Yet, the shadow of reality can be seen everywhere.

More importantly, these three places happen to represent three important components of United States culture.

Liberty City is located on the East Coast of the United States.

The standard and typical United States Dream.

Skyscrapers, financial capital, established giants.

A true modern metropolis.

San Andreas, an emerging West Coast power, characterized by new money, technology, and liberalism.

The skyscrapers aren't as densely packed as in New York; they're a mix of buildings of varying heights and shapes.

As for Vice City, it's Florida, United States.

Located in the southeasternmost corner of the United States, bordering the Caribbean Sea, it is a haven for drugs, smuggling, gangs, nightlife, minorities, and hedonism.

Power and money, rebellion and freedom, crime and pleasure.

Both are United States, yet neither is United States.

The true United States Dream is only achieved when the three cultures of the three cities come together.

The foundation for the entire series' future blueprint has been laid at this moment.

"That's so cool..."

Even Pauly couldn't help but marvel at the city depicted on these three maps at this moment.

This map also illustrates something very important.

These are the places you can go in the game!

These three cities are definitely worth visiting!

Each map even meticulously marks out the functional locations within the city.

Take hospitals and police stations, for example. Based on the introduction and PV, the character will start as a lowly thug and climb step by step to the top of United States, achieving his United States Dream!

Set the map aside for now.

Pauly his excitement, Paul continued to check the contents of the box.

Upon touching it, he actually found another interesting little gadget.

This is a small packaging box, no bigger than the palm of your hand.

[Car Model Gift Box - Hot Wheels]

[SSR: Chevrolet Corvette ZR-1 (0.1%)]

[sr: Chevrolet...]

"Is this... a car model?"

Looking at the contents of the box, he paused for a moment, then casually opened the box.

Inside was a Chevrolet Camaro, a classic muscle car.

"Huh, I didn't expect there to be a toy included." This is naturally the limited-edition Hot Wheels co-branded toy blind box manufactured by Mattel.

One box is only available in the official edition of "Morality and Rule of Law" magazine; there is currently no retail version.

Licensed by General Motors and linked to Gamenova's new game, this can be considered a three-way collaboration.

This is also an attempt by GM to regain market recognition.

Japan manufacturers have always held a dominant position in the car model culture.

"It's not important, it's not important, let's get started!"

Pauly neatly arranged everything to the side and then carefully inspected the contents of the box.

After confirming that there was nothing inside except various documents and small items that provided emotional value, he took the disc out and put it into the machine.

"Ring ring ring ring..."

A strange and unusually mesmerizing vibrato came from the television speakers.

This is the sound of the flexitone pluck.

Lin Lixin and Hans Zimmer spent quite a while working on finding this thing at the Skywalker Sound Lab. But it was all worth it.

[gamenova presents]

[a rockstar game]

The bass and drums form the foundation, with a deep rhythmic pattern and bass lines, complemented by the main melody powered by the electric keys and full effects.

In an instant, that unique tune of the West Coast surged up from the ground.

This is just right! This is what the West Coast should taste like!

This time, Gamenova was very restrained in its music arrangement.

It didn't incorporate as many rock elements as it had in the past.

Instead, it was replaced by a very obvious g-funk style of gangsta funk.

Its style is extremely relaxed and leisurely.

The deep, solid bass is paired with the rhythmic beats supported by the drum machine.

Instead of using overly energetic rock elements like electric guitars, the lead vocals feature synthesizers, along with a touch of Latin-influenced South American style.

These elements, when combined, create a distinctive West Coast flavor.

Lazy and leisurely, yet exceptionally rebellious.

[loading]

The progress bar slowly advances.

Thanks to Gamenova's consistent advocacy of asynchronous loading, game loading does not interfere with background music playback.

Accompanied by this languid yet catchy gangsta funk tune, the progress bar slowly but powerfully advances.

When it was almost halfway through, the progress suddenly accelerated significantly, loading to the end at a speed visible to the naked eye.

This is actually just a little trick.

When faced with projects that take a while to load, designers often manipulate the progress bar.

Nearly 80% or even 90% of the progress will be compressed into the first half of the progress bar, while the second half will contain only the very last bit of content.

This contrast in loading speed can give players the illusion of "Wow, this game loads so fast!" However, the balance needs further refinement and testing.

Excessive compression can make players feel that the loading is too slow in the early stages, giving them a bad impression of poor optimization.

[Liberty City]

The game begins with you spawning in Liberty City.

As the game progresses, players will gradually unlock two more cities.

Although only Liberty City is open to visitors right now, but...

This city alone is already frighteningly large.

"Eh, why is it a top-down view?"

Pauly raised an eyebrow, slightly surprised.

Perhaps it's because Gamenova delivered just too many shocks to players.

Returning to a top-down 2D perspective felt a bit strange to him.

However, this disappointment was quickly overcome. Because this 2D world... also exists in 3D.

The tall buildings along the street are all 3D.

He could even see the signs hanging on the building.

"Yes, Gamenova must have its reasons for doing this!"

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