America: The Godfather of Game Development
Chapter 717

Too many great games to make them all!

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Unlike the recent hit " Half-Life ", " Grow Valley " didn't actually make much of a splash.

It simply appeared on the website quietly, and then casually took the top spot in popularity for the month in just a few days.

Compared to console and PC games, browser games have also accumulated a certain number of users.

But ultimately, it still fell short of expectations.

But that's not really important.

Because Lin Lixin's goal has already been achieved.

The greatest significance of " Grow Valley " is that it shows players, animators, and developers another possibility.

Can purely animated films really be made fun?

The answer is yes.

In a broad sense, Grow Sphere games are essentially an alternative form of alame.

An alternative interactive film.

However, through its unique interactive design, every choice in the Grow Sphere game results in a real branch. This is an alame game without "fake branches".

Every choice has its merits.

However, the workload is indeed enormous.

Even if we remove the common parts in the different endings and only draw the differences, the number of animations that would need to be done would be in the hundreds or even thousands.

Lin Lixin's absence from the FLAS launch event suggests he was personally leading the charge.

Even someone as capable as Lin Lixin felt unusually tired after finishing this project.

Inside a family restaurant in the central business district of Amenva headquarters, on the commercial street.

Lin Lixin slumped onto the sofa and casually flipped through the reports on the table.

"Looks like Flas is quite popular."

Flas is an animation software, so its sales can't possibly compare to those of a game.

Despite this, it maintained a very good rate of steady growth. As a result, the Vcali software and Shiori Fujisaki's sound library also ushered in a new period of growth.

This is like another gold rush.

This time, however, Amenva's job is to sell shovels.

"Clatter"

The waiter placed a plate of freshly cooked Bacon and eggs in front of him.

To be honest...

Although many of these merchants are brands carefully selected and franchised by programmers.

But staying in my own commercial street, I really do have the illusion of being an emperor.

Lin Lixin had gotten used to waking up in the villa area in the morning, having a casual breakfast here, and then heading to the office area on the way.

The entire road's layout has been deliberately designed to perfectly meet everyone's daily needs.

"Hmm, it tastes good. If you have the chance, you could try collaborating with the Old Man's team and see if you can come up with a new series."

"That would be our honor." Although it was just a polite remark, Lin's initiative to strike up a conversation still flattered the other party, who thanked him repeatedly.

After the other party left, Lin Lixin picked up his coffee and turned his gaze back to the report.

"Gun, car, ball... We have the gun, how about we get a car too...?"

If you were to ask him to choose a suitable console companion game...

Cars, guns, and sports would all be suitable choices.

Despite its formulaic approach, North America players genuinely appreciate it.

The Legend of Zelda: Ocarina of Time is definitely in the works.

After all, no matter how good Half-Life is, its core is still more suited to the PC platform.

Ocarina of Time is the true pioneering work of console 3, an important work that laid the foundation for the control scheme of console 3 games.

It is no exaggeration to say that this work laid the foundation for the thinking of almost all subsequent 3D console games.

The various optimizations, such as camera adjustment and surround movement, that were developed around the "lock-on mechanism" mean that console players no longer have to worry about control issues when playing 3rd.

Rather, it's more accurate to say that since Ocarina of Time, in many 3D games, the experience with a gamepad has far surpassed that of a mouse. This was something unthinkable in the past.

Not only Ocarina of Time, but now that we've officially entered the fifth generation, sequels to Biohazard, Metal Gear Solid, and other titles can all be put on the agenda.

The performance enhancements of the fifth generation have completely changed the landscape of the gaming industry.

It's no less than exploring a completely new field from scratch.

There are so many good IPs worth developing that I don't even know where to start.

It's a happy kind of trouble.

"Speaking of which, NVA Kart can also be updated to the True 3 era, and Smash Bros.. can be made along with it..."

"In the realm of horror games, besides standard cinematic horror like Biohazard, it seems another approach is viable..."

"Oh right, right! I've never had the resources to make an action- Adventure game before! Now there's a way to do that too."

" Half-Life is done, so we can make anything on the entire Source Engine tech tree..."

"JPR, 3D fighting, simulation building, rhythm games, racing games, multiplayer party games..."

"..." To be honest, ever since the release of Nvafsin, Lin Lixin has been working non-stop on several launch titles.

Today I finally calmed down and carefully reviewed the situation, only to realize that I had only just begun.

It is often said that the 1980s were the golden age of video games.

However, the fifth generation of games in the 1990s was the era of a true explosion of blockbuster titles.

Starting with the fifth generation, hardware capabilities began to experience explosive and rapid development.

Manufacturers are all starting to try to break through their own limitations.

New studios are also springing up one after another.

This is another golden age for video games.

Only at this moment did Lin Lixin truly begin to feel the reality of the arrival of the fifth generation.

"I really don't know where to start now."

His gaze fell on nvafsin's first-party and second-party game lineups.

Racing, shooting, and sports games are eternal themes in North America. As a launch title, besides Amenva's own titles like Half-Life, Quake, M, Wolfenstein, and Need for Speed...

Namco's Ridge Racer and Sega's Virtua Racing were also among the first titles released.

In terms of targeting European and American special forces, nvafsin's game lineup is actually quite good.

"It's been a long time since I've done a first-party game on consoles."

Looking at the list of works under Amenva's name, Lin Lixin realized that the last time they did racing games, if you exclude the alternative " Morality and Rule of Law ", it was " Need for Speed " in the early 1990s.

Otherwise... how about setting up a speedrun to get nvafsin up and running?

"Given the current conditions, we could totally revamp Need for Speed... or..."

Suddenly, a classic IP in the racing field flashed through Lin Lixin's mind.

Compared to when she worked on Need for Speed, Amenva's network of connections has changed slightly.

General Motors is now a 24/7 strategic partner of Amenva.

From initial licensing agreements for only a few car models to comprehensive partnerships in " Morality and Rule of Law ".

Having such a vast collection of real-world car models actually makes Need for Speed unsuitable. Need for Speed is positioned more towards high-performance and stylish supercars.

The design of the numerical values and controls is actually not that rigorous.

More often than not, it is designed from a purely game-centric perspective.

In other words, Need for Speed isn't actually a very "realistic" game.

The designers made many compromises in terms of controls to ensure that any player can easily pick it up and enjoy it.

It is actually a very typical work that emphasizes "exhilarating combat".

Or you could say it's become like an arcade game.

With Namco and Sega now in the game, Amenva could actually abandon the arcade route for now and try a route that better suits Amenva's "quietly enjoying the game while lying on the living room sofa" style.

Immersive driving simulation.

The nvafsin controller is more than just a simple addition of wireless functionality compared to the past.

The handles on both sides conceal vibration motors.

This thing isn't just useful in FPS games; it's also a great tool for enhancing immersion in racing games. "If we're talking about realistic driving simulation, this is probably it."

Back in the day, there was an original new racing IP on the Sony PS1.

As a racing game, and a rather hardcore "realistic driving simulation" racing game at that, this result is simply outrageously impressive.

The second generation continued to achieve sales of over 9 million units.

The third generation has sold a cumulative total of 14.88 million units!

Throughout the series, with the exception of the PS3, which had inherent problems, and the PSP, which was a very unsuitable platform, almost every generation has consistently achieved sales of around 10 million units.

For a realistic simulation game to consistently maintain such an astonishingly stable sales volume.

Both the fan loyalty and the game quality are highly commendable.

This game is the famous "Ran Trism", also known as " T Racing " or " Gran Turismo ".

"Ran trism" seems a bit hard to understand.

But this is actually a slang term in the Europe automotive industry. It specifically refers to a type of car that emphasizes comfort without sacrificing performance.

It can be roughly translated as "luxury high-speed long-distance tour bus".

It's more like a spirit.

It doesn't pursue the limits of the track, but rather the driving feeling of "going on a trip in a good car".

Even today, many automakers still launch their own "T-series" cars.

For example, TR, Mercedes-AMG GT, Maserati GranTurismo...

And just like the name of the game " Gran Turismo ".

" Gran Turismo " doesn't focus on all kinds of luxury supercars, but rather tries to include a wide variety of car models.

Thanks to its industry-unique data collection precision and near-rigorous "realism".

The " Gran Turismo " has evolved into an important platform for various car manufacturers to showcase their products.

It's even been hailed as a "car museum".

Dozens of fully sampled real-world racetracks and thousands of car models. The appearance, engine sound, and performance of each car are completely recreated 1:1 based on real data.

Its core concept differs from other racing games.

It strongly encourages players to experience the subtle differences in handling between different car models.

Enjoy the thrill of driving on the track while listening to your favorite music.

This style naturally suits nvafsin.

"Perfect timing, I've been so busy lately, it's time to relax."

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