Home » Tokyo Game Show 2021 keynote speech summary, three major producers talk about the future development of games | 4Gamers

Tokyo Game Show 2021 keynote speech summary, three major producers talk about the future development of games | 4Gamers

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The 2021 Tokyo Game Show officially opened on September 30. According to the usual practice, after the annual opening ceremony, several Japanese game industry professionals will be invited to give a keynote speech in the next fixed session. This year’s topic is “Nevertheless, we still There are games” (それでも, 僕らにはゲームがある), and the development of the game industry in the next 25 years.

The guests included “eFootball” series producer Kimura Seitaro, “Tekken” series producer Harada Katsuhiro, “Evil Castle Village” director Sato Mori Masa, and the host is the Japanese game media Famitsu Chief Editor Lin Keyan.

The evolution of games as “experience devices” in the digital revolution

Katsuhiro Harada shared his past development experience in “Evil Castle 8: Village”. The goal of the development team is to create a realistic and impactful game experience for players. We hope that players can experience the pain and pain through the game. Horrible, uncomfortable atmosphere.

In recent years, games have seen substantial growth in visual and sound effects, allowing the finished game to reach a level that is almost indistinguishable from reality. If the evolutionary goal of modern games is to “realistic game experience”, as far as possible to make the game pursue authenticity, then the cumulative results can already be clearly seen.

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As the ninth art of the game, players can experience and interact with it. Harada believes that there is still a lot of room for improvement in the game. Through the personal participation of the players, the game has a unique sense of reality, instead of just seeing or hearing. With continuous evolution, the authenticity, interaction and impact of the game experience will become higher and higher.

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Katsuhiro Harada mentioned that the game’s pursuit of reality and “reproducing” reality as much as possible is a remarkable achievement.

For example, the sense of smell of a dog is thousands of times stronger than that of a human (or even 100 million times), and the world seen by a dog will naturally be different from that of a human. The interactivity of the game itself is enough for humans to experience the world in a “simulation” way. Through the game, developers can express things that people usually cannot know.

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Sato Mori Masa said that the development of games may surpass reality, and there may also be experiences that subvert people’s common sense. Although there is no concrete evidence yet, he believes that “targeting such an experience” and “imagination” are very important, which will be the driving force for game design and technical experience.

The digital revolution expands the future of game communication

Katsuhiro Harada uses the communication between developers and players as an example of sharing. In the past, players’ feedback channels were mostly through postcards, telephone calls, and faxes. These methods were more “unilateral” to the development team. Now due to the prevalence of the Internet and the convenience brought by social networking sites, the connection between the two parties has become closer.

A large number of opinions and quantifiable data make it easier for developers to know what players think, and these opinions may even change the game itself.

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Especially the comments received in the previous test, these voices from players have a considerable impact on the development of the game. The development team will use these opinions to improve the game and gain the trust of the core community through closer communication, which will also be a very important part.

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On the other hand, there are still some parts of the game that cannot be judged by the player record. For example, if the player repeatedly plays a certain part of the game, it may mean that they have encountered some difficulties. However, such behavior may just mean that they like to try multiple times. The reason is It is that the record itself does not faithfully reflect the player’s reactions and emotions.

This is why everyone (developers) is trying to find a way to obtain qualitative data from games or social networking sites. The reason is that a large amount of qualitative data cannot complement the communication with players. You must find ways to combine qualitative data. Data to give meaning to the data itself.

Therefore, Harada Katsuhiro believes that it is necessary to continue to communicate with players through social networking sites and fan activities, because developers must listen to the “real opinions” of players.

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As everyone knows, in the past Katsuhiro Harada was a game developer who refused to interview. Now he is already a creator who actively discloses information to players. The reason for this change is that he has observed foreign cases. change one’s mind.

Foreign developers will establish trust relationships with players through a variety of public information, and create popular trends through public-oriented advertising strategies, which can gain the trust of target groups and allow them to choose our games. It is precisely because of this that Harada Katsuhiro began to actively participate in the issue of “publishing intelligence” and actively increase the interaction with the players.

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The digital revolution is changing the future of gaming

Kimura Seitaro started with the “eFootball” series, sharing his vision for the work in the future. The predecessor of “eFootball” is the “World Football Competition” series, and its operating model is F2P. In the future, it plans to provide cross-platform support on all devices, including: PC, TV and mobile phones.

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Kimura Seitaro believes that the purpose of cross-platform support is to create a larger digital platform than before. When more and more people choose not to watch or do not have a TV, in order to firmly grasp the young people who only play games on mobile phones. Ethnic group, it is necessary to make such a judgment.

In addition to seizing the young market, Kimura Seitaro also saw changes in F2P in the overall market environment, and the F2P model is developing rapidly.

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In the future, “eFootball” will no longer adopt the method of regularly publishing new works every year, but will operate in the form of a digital platform with regular updates. Kimura Seitaro said that this will be a “future game experience” with football and sports content. “eFootball” will not only be a football game, but will also become a platform for players to communicate, communicate or watch matches.

“We hope to be able to expand the platform to a service similar to the meta universe (metabas) space.” said Seitaro Kimura.

TGS 2021 keynote speech content original video

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