[VR Depth] The Japanese game circle that was "food-free" was suddenly opened by VR?

Since Nintendo saved the video game industry from the great defeat of Adaly 30 years ago, the halo on the Japanese game has been on for too long. For a long time, the game circle in Japan has gradually developed a stubborn attitude of “food-free”. Whether it is the real-time strategy game that emerged in the 1990s or the first-person shooter game that has been popular for more than ten years, it has failed to open the “city wall” of the Japanese game circle. Until now, Japanese ACT and RPG, Gal Game styles are still the best-selling types of games in Japan.

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Since this year, many players have found that a large number of new works released in Japan this year have jumped into the VR circle. This is a very rare thing for the Japanese game circle that is "not eating."

Let's count the Nissan masterpieces that involve VR this year:

Square launched "Final Fantasy 15", Kapukong launched "Resident Evil 7" experiment DEMO "Kitchen", Bandai Nanmeng Palace launched "Summer Classroom", Sega launched "Hatsune Miku". In addition, "Blood Source" series developer From Software and "Metal Gear" series developer Kleome also said that they will launch VR works.

VR technology opens the old Japanese game circle

Recently, the Japanese media produced a Japanese VR industry map under the guidance of the VR investment fund Colopl VR Fund, which basically covers all companies in Japan that are involved in the VR field. The map is based on the “2016 VR Industry Layout” design that covers the global VR market produced by the US investment fund “The Venture Reality Fund”.

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The Japanese VR industry map is divided into three sections: software/content, tools/platforms, and infrastructure. The software/content section basically covers major game companies in Japan, including Sony, Bandai Nanmeng, Sega, Square Enix, Capcom, Gree and so on.

"Black technology" is not "black" Japan has always been extremely enthusiastic about "Fantasy Technology"

The "brain hole" of Japanese technology houses has always been very strange. Many sci-fi descriptions of movies and animations have been carried out by many companies.

In order to realize the "driving robot" desire, Suidoqiao Heavy Industries has developed a 4-meter-high Kuratas robot. Sunrise and Bandai are also collecting proposals around the world, and it is planned to walk up to 18 meters high up to 1:1 ratio robots within 5 years. The hard sci-fi masterpiece "Ghost in the Shell" even has a "Gate in the Shell REALIZE PROJECT" organization, a collection of NTT docomo, IBM, Green and other companies and Japanese production and learning forces, in the serious realization of the "Ghost in the Shell" Many technologies of the world view.

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In the VR field, many people who are familiar with Japanese animation have heard or seen the "Sword Art Online", which describes the setting framework that uses AR/VR technology to interconnect virtual and real world. At the beginning of this year, IBM and online games will use IBM's super smart computer "Watson" and their cloud computing service "SoftLayer" to reproduce the world of "Sword Art Online". On a serious "Dare to dare to play", Xiao Bian also served the Japanese technology house.

As early as November 12, 2014, when the “Kurokawa 塾” event of the Japanese game industry was held at the Digital Hollywood University in Japan, the theme of the event was “the future and potential of VR technology”.

Three heavyweight guests came to the conference that year:

The first is the current Sony SCE president Yoshida Shohei (responsible for the development of Project Morpheus, which is now PS VR). The second is the famous game developer of the Bandai Nanmeng Palace, Harada Hiroshi ("Summer Classroom" is from his hand)

The third place is the representative of the Japanese xvi company, Mr. Kondo Yoshito (a famous Japanese VR game and technology practitioner)

At that time, the trial products brought by these industry giants were the PS VR prototype and the "Summer Classroom" and "Deep Sea The Deep" in the PS VR starting game this year.

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At the end of the 14th, "Summer Classroom" used the PS VR prototype to make a demo show at the event.

VR devices with "fantasy" style are born to taste Japanese game consumer groups

The big sale of PSVR, the high popularity of VR games such as "Summer Classroom" and "Kitchen" in Japan, and the strong curiosity of Japanese otakus on the "fantasy product" of VR. All of this affects those swaying Japanese game makers who jump into the VR pit without any scruples.

However, take a closer look at the Japanese game makers who have recently jumped into the VR circle, as well as the types of VR games that have been launched, "Star Fragments Story", "Project Lux", "Girls Shooting VR", and some "unnamed" strange games. .

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It seems that Japanese VR games seem to have entered the circle of Japanese traditional dialogue and interaction. This kind of game in Japan has always been a magical existence that can get a lot of praise without 3A production level, and has the advantages of difficulty in production and low development cost. At the same time, there are a large number of ready-made novels and comics resources that can be adapted into such VR games, which sounds a lot of advantages.

However, how can the domestic market support the entire Japanese VR game industry?

The Japanese market does not represent the global market. Domestic sales do not mean that foreign users buy it.

Because of the personality reasons of Japanese gamers (introverted, like to enter the game world alone), the game style has always been very different from other regions. It also makes its mainstream VR games have a unique "CommunicaTIon VR" element in Japan, but satisfying the domestic taste does not mean that foreign users will eat this set.

For example, in the "Summer Classroom" with high sales in Japan, Bandai Namwon Palace has not even been officially released outside Japan. Its producer Harada Hiroshi has also said in front of the media that he is not sure whether the Summer Class will be in line with the aesthetics of Western players. Because this game is just a player and a virtual character interaction, and he believes that Western players may be more likely to shoot and kill through VR as a whole.

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The fact is also true. Just look at the comparison of the top ten games in Japan and the top ten in Europe and America. It can be seen that there are definitely two different groups of players with different styles. Traditional Japanese ACT games such as Ninja Dragon, Dragon Quest, and Final Fantasy, which are popular in Japan, are rare on the European and American charts. Not to mention the Japanese-style avatar interactive game with a narrower user base. At present, the mainstream of Europe and the United States is still a car gun ball (combined with three types of computers, guns, balls, and video games). Cultural differences make it difficult for Western games to enter the Japanese market, and it is difficult for Japanese games to open up markets overseas.

In general, VR games are still only a very preliminary stage, and you need to constantly try different game types. Although Japanese game makers have a high degree of enthusiasm for VR technology, in the development of VR games, if they still hold the "traditional Japanese-style games", even if all Japanese game makers jump into VR game development, it will not help.

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