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Culture in Game Development Anonymous 08/10/2020 (Mon) 02:23:33 No.57
Here you can talk about how a game made in a certain location had affected a game's development or how outsourcing its development changes the game's fundamentals. Additionally, how developers visited different locales to get a good idea about their setting. The Dichotomy: East vs. West To see the video game industry trying to find its place in the entertainment sector was exhilarating, because you have all of these developers from around the world with different cultural backgrounds showing off their knowledge and trying to create fun experiences for the player to enjoy. However, as the industry started to mature, it would be a bigger challenge for these developers of different backgrounds to create an experience that would appeal to a different culture or widen the appeal. While this notion was controversial and harmed the creative process of game development (in my opinion), it started off well with a culture looking at another through their lens. This could be further discussed in the realm of social psychology, but let me give an example of a video game franchise that was embedded in this philosophy, Dead Rising
Dead Rising Release Date: August 8th, 2006 Platforms: Xbox 360, Windows, Xbox One, and PlayStation 4 Developed by Capcom Production Studio 1 Published by Capcom Director: Yoshinori Kawano (noted for the Mega Man Zero and Mega Man Legends Series) Producer: Keiji Inafune (noted for the Mega Man X Series) The development cycle for this game is interesting. To appeal to the Western market, Capcom decided to develop games where the setting takes place in the West. Also, the company was working on a brand-new engine for the seventh generation called MT Framework. This gave the company the chance to make create new IPs for the upcoming console, the Xbox 360. The biggest influence on Dead Rising was Capcom’s Shadow of Rome, which was melting pot of different genres while having a dramatic story in Ancient Rome. Dead Rising was originally going to be a launch title for the console, but it got delayed to August 8th, 2006. The game has elements of survival horror, open-world, RPG, and beat’em up in a mall in the remote town of Williamette, Colorado. You play as photojournalist Frank West who has three days to uncover the mystery behind the zombie outbreak in the town. The main mechanic in this game is time. It is constant, and you cannot control it which is where the horror of the game comes from. The comedy of the game comes from the gameplay itself since you can pick up anything in the mall and kill zombies with them and dress up in goofy outfits. The story takes itself seriously, and it does provide some commentary on American culture in a form of the psychopaths, the main story, and some of the survivors. There are psychopaths that are based on gun culture, having a psychopath who is a foil of the player itself, and a lesbian cop that abuses her authority to harass and harm female survivors to name a few. The bonus content is unlocked via getting achievements and some of them are difficult or tedious, but the rewards range from bonus costumes to the Real Mega Buster and Laser Sword. The game is the only one where unconventional items are powerful by themselves (i.e Mannequin Torso, King Salmon, etc.), so you are rewarded for thinking outside the box. You can create mixed drinks by combining certain food items that would heal you and give you a temporary buff; My favorites are Spitfire and Zombait since I could use the former to get an efficient and infinite range attack in the form of spit and the latter to distract the zombies from attacking the survivors. The inventory system is unique in which that you have hold food for health, weapons, and books that give you perks only if you have them in your inventory. As you save survivors, do certain actions, and take photos, you gain Prestige Points (PP) which randomly upgrades a stat or unlock a special move for Frank. CPS 1 did a great job of trying to recreate the Americana atmosphere despite the fact that the development studio was 100% Japanese, especially with the ambient mall music (which is more iconic than the actual OST) and use of colors for certain areas like Wonderland Plaza, Al Fresca Plaza, and the Food Court to contrast the dire situation that the protagonist is in. The game is filled to the brim with detail since this was a tech demo for the engine with real-time reflections on different surfaces, true day and night cycle where the power is even shut off around midnight, and the zombie count on the screen, intricate hit detection, etc. However, the game has some issues in the form of survivor AI, poor implementation of the special moves, aiming your weapon is awkward, driving physics were terrible, and you manually save your progress(this one was purposely done since the original only had one save file). Of course, you will not succeed on your first playthrough which why the developers encourage you to replay the story with your current stats or even disregarding the story in the first place. The one thing I have to praise this game for is its design, you can tell they went above and beyond to pace missions in similar locales, rewarding players for their knowledge and figuring out unique ways to approach certain battles(I guess you can count this as a puzzle game, but that is a far stretch). It is possible to get everything done in one run, it is nerve-wrecking, but it is such a rewarding experience once you get it. Also, this game took full advantage of its time mechanic by having a mission that spans through the three days, two survivors that are mutually exclusive based on how far you got on the story, and a mission where the amount of people are saved based on when you get to the mission. While the game has its problems, it shines in other areas that the player does not notice since most players would only do a single playthrough. This is a game that is meant to be played multiple times since the game itself is only 6-8 hours.
Edited last time by nandandor on 08/10/2020 (Mon) 02:38:52.
Dead Rising 2 Release Date: September 28th, 2010 Platforms: Xbox 360, PlayStation 3, Windows, Xbox One, and PlayStation 4 Developed by Blue Castle Games (noted for The Bigs Series and MLB Front Office Manager) Published by Capcom Director: Robyn Wallace Producers: Shinsaku Ohara, Josh Bridge, Jason Leigh At this point, Capcom were still trying to appeal to the Western market but they felt like would not be able to accomplish that by themselves due to being a Japanese company so they outsourced Devil May Cry, Resident Evil, Lost Planet, and Dead Rising to Western developers. As you can tell, only one of the four was a success critically and financially. The sequel to Dead Rising was developed by a relatively new studio in the land of the leaf called Blue Castle Games. Before giving the reigns, they mostly did baseball games. The engine they used for this game is unknown, but it was able to render three times more zombies than the previous game and increase the playing field over three times of the Williamette Mall. It introduces a new protagonist, Chuck Greene, who has three days to clear his name after being falsely accused of starting the outbreak at Fortune City. Not only the game fixed many of the flaws in the original, but it introduces combo weapons which can be used to get more PP and an economic system to buy exclusive items. This game introduces online co-op which really makes the game fun to play with a friend. While all of the improvements were nice, it made the game too easy for a first timer since they can make combo weapons to breeze through the psychopath battles and there is no cooldown on how many combo weapons you can make. In fact, you are hindered if you do not combine two items since they take up more space. The game does have a sluggish feel to it compare to the previous game, due to the camera and loading in everything. Another problem with the game is that there is too much downtime, so it kills the pacing of the game compared to constant pressure the previous title brought. Additionally, you must give your daughter, Katey, Zombrex every 24 hours or else she turns which forces you to make a mad dash there or else you get the worst ending. There are secret areas in the game where you can find them for free rather than buying them. There are vehicles you can buy to drive around certain parts of the mall and a trailer so you can combine certain items with a motorcycle. They improved the survivor AI, but they made them too smart and not take damage while they are grappled which gets rid of the challenge in the first game on top of managing your time. The game also has a competitive multiplayer mode that is based on the game show Terror is Reality where you can play games to unlock costumes and transfer your winnings from there to the main campaign. Additionally, there are DLC costumes that give certain buffs which makes the game even easier. Some of the developers from the previous aided on the project with the previous game’s director and producer taking on executive positions. The game had a lot of supplementary material around the story by having a comic that bridges the first game and the Las Vegas outbreak, a prologue chapter that shows Chuck and Katey trying to escape from Las Vegas, and a epilogue that has Chuck and Frank team up to take down the pharmaceutical company Phenotrans. While the game is fun, for someone who played these games back-to-back I can already see the signs of the franchise losing its core philosophy on time and the Western influences not encouraging replayability, trying to focus more on the story, and trying to up the ante rather than making a fun world to play around in.
Edited last time by nandandor on 08/11/2020 (Tue) 06:52:03.
>>57 Then came the leftards and the jews, and everything was made to be as dumb as both groups are.
>>105 Yet even they are smart enough to know a dead board when they see one, so what does that say about you?
>>106 Speaks badly of the yids because they keep belittling anons for posting

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