Like the Dragon (Nicoza) series, spend enough time to work and beat the thugs, and you will probably be able to find your way around Tokyo’s real-life Red Light District, Kabokoch-which has been drawn to the real thing with Kamorchu’s legendary recruitment to Sega. In about 20 years of sports, Siga has re -used large parts of the Kamoroch map, which allows its developers to eliminate new like dragon games, while focusing on making their efforts on making new assets where they will have the most effect.
This is a well -known force in the series, but it is less appreciated that the formation of Japan’s dense urban centers has uniquely enjoyed them to repeatedly come into many sports.
“Why has the Dragon Series been able to create games, which sometimes varies in gender, while using the same places in them?” Asked RGG Studio Design Manager Ejji Humsu, who is involved in the art production of the series from Yakoza in 2005. Don’t worry – there is no quiz. Hamatiso followed the question with an answer.
“There is a presence for a reasons Zerko buildings“Which Hamatsu has described as” symbol of Japanese city centers “as multi -tenant buildings.” You can definitely make a picture of bright vertical symbols that are common in these buildings, many of them advertising, restaurants and shops that can be two or three or eight floors from the road surface.
“You have two major benefits from these buildings,” said Hamatsu. “One is the visual image of the glamorous entertainment district. The other is the diversity of experiences that can be obtained from a number of different shops that can be taken in a limited quantity. In Kamoroch ō, moving across a wall or climbing a stairs to a flight is completely different.”
Citizens roam about this aspect of Tokyo’s architecture, but it’s just as well as making a good open world games as it is Smart, walkable, mixed use citizenship IRL.
“In western cities, stores are usually located on the ground floor. Because of this, I am sure that a certain amount of vastness is needed to build a western city,” said Hamatsu. He pointed out that a new map of Hawaii, such as a dragon: unlimited wealth, was included in this regard, as it has spread a lot of flattery and more.
He said that Kamorocho, on the contrary, “is a city where completely different business -type shops can live without contradiction.” “Kamorocho is able to appear frequently like a dragon, showing all different experiences provided by each game. This is because it is an unusual type of space that shows a limited, but high density, experience, which also shows permanent change over time.”
For game developers, it is certainly possible that they reuse more wider environments than Kamorocho in multiple sports, but with Hamatosu’s observations, there are some reasons why it is difficult to pull. A: When editing the map according to new missions or events is not so effective, it would be wrong to turn a seed bar with the Mason Margella shop. When your map is largely a single story, you need more places to fit in several new places with certainty.
Two: The larger place it is less memorable and the more likely it is to reach a destination we will just dash through it, which makes it less fun to visit through a mental map. And Reduce new developments to be interesting or even notable. But when you can stop the entire space of Kamoroch in your head and get some new popup, it has a greater effect.
The design of a city like Kamorwich will not clearly work for an open -open world game, such as, Red Dad Radiation 2, but how many flowers you have had to roam in the last decade that could benefit from the Dragon’s density approach? I am guessing at least some. The solution is clear in my mind: We just need to produce a dirt of Zaku buildings in every other city of the world. Games will follow it naturally.