Cherreads

Chapter 172 - Chapter 171: The President Laughs

After all, in his previous life, Aoki Haruhi had spent many years working on engine development at miHoYo, so he was very familiar with low-level code, which allowed him to play a significant role in the design process.

However, the PS platform and the PC platform were certainly different; the hardware foundation, encoding formats, compilers, and related graphics processing... were all vastly different. Aoki didn't need to consider what to do at the physical layer; he just needed to organize the requirements.

He first spent quite a bit of time listing all the 3D requirements he was familiar with. Then, he selected some of the most basic and important functions that had to be implemented first and were also feasible, compiled them into a detailed requirements document, and sent it over to Sony.

When the development team at Sony saw the requirements document organized by Pokeni, they were stunned.

"Is this something we could possibly imagine creating?"

"It's terrifying. I never imagined that transitioning from 2D to 3D would be this complicated. Does it really require developing so much content?"

"And that's just the hardware support. We don't actually need to worry about the software tools; those are things Pokeni will handle in the future. But the underlying core functionality must be supported, otherwise relying on software to execute 3D would be stretched way too thin."

"Without hardware support, you can't really do much content anyway. Still, it's truly remarkable that Pokeni could compile such a detailed requirements and design document in such a short time."

"Honestly, if I didn't have this detailed requirements document, I'm not sure I would even dare to develop a game console like this." Kutaragi Ken marveled, feeling that this guy Aoki Haruhi was truly a genius.

In the document, Aoki Haruhi didn't just describe what they needed to build; he had even abstracted the concepts.

Even without drawing large-scale integrated circuit diagrams, the document already provided valuable insights. By simply following his thought processes and logic diagrams to proceed with circuit implementation, a very complete 3D-supported gaming function could be achieved.

"However... I think their requirements for the controller are also quite surprising."

Just as everyone was marveling at the professionalism of Pokeni's design, a hardware engineer nearby said.

"Indeed." Kutaragi Ken nodded seriously, indicating he couldn't agree more.

In addition to the requirements document for the 3D architecture, Pokeni had also put forward a new requirement for the gaming device—

[Dual-stick controller design]

Aoki Haruhi not only broke down every function in great detail, but even drew a complete design sketch himself, ranging from the appearance of the dual-stick controller all the way to the size, shape, and position of each button, as well as the roles and functional design of the dual sticks themselves, all of which were detailed and described.

This design document alone was over one hundred pages long.

To be honest, Pokeni's design had already reached a level where it could be patented.

Sony's hardware engineers didn't even need to make any further modifications; they could go straight into production based on the functional requirements listed above.

The only thing they needed to design was the transmission module inside the controller for interacting with the console, as well as the internal chip functionality.

Of course, the return-to-center function of the dual joysticks and the materials to be used for the entire controller were aspects Sony had to explore and experiment with themselves, as Aoki Haruhi didn't know these details either.

His understanding was based more on a functional perspective.

When they first saw the dual-joystick design, the immediate reaction from many of Sony's engineers was—

Is Pokeni crazy?

How could they think of designing such a complex controller?

Currently, all the major manufacturers are trying to make their controllers lighter and more compact. If it weren't for the fact that games are becoming increasingly complex and require more functional buttons, the controller design of the Famicom, with its four-directional D-pad and A/B buttons, would be perfect.

But Pokeni, on the other hand, designed a controller that is obviously several sizes larger. Even Sega's current six-button controller is smaller than the [dual-joystick controller] proposed by Aoki.

Furthermore, in addition to the thumb buttons, the dual-joystick controller also adds buttons for the index and middle fingers...

Current games simply don't need this many functional buttons, okay?

For an engineer, complexity is not beautiful at all. Simplicity and efficiency—that is what truly aligns with good design principles.

Therefore, when Kutaragi Ken first saw the requirements document, his immediate reaction was—

Aoki Haruhi is either crazy, or he knows nothing about games.

Given that Pokeni is a game development company, the former seems more likely.

In short, it must be that Aoki Haruhi's brain is not working right to come up with such a complicated and incomprehensible design.

However, after communicating specifically with Aoki Haruhi, and receiving supplementary documents from Pokeni regarding the application prospects and necessity of a dual-stick controller, Kutaragi Ken completely changed his mind.

It was my ignorance...

Because this dual-stick design wasn't made for the games of this era at all, but entirely for the 3D games of the future.

It could be said that without dual sticks, playing 3D games would be quite laborious, and both enjoyment and functionality would be greatly compromised.

***

Manufacturing a dual-stick controller isn't actually difficult; the difficult part is the design.

In the previous timeline, the "Nintendo 64" (hereinafter referred to as "N64") in 1996 had already pioneered the use of an analog stick as a standard controller.

And in response to the N64, competitors like the PS and SS also released controllers equipped with analog sticks.

What truly made 3D games and joysticks shine was the masterpiece developed by Nintendo in 1998—

"The Legend of Zelda: Ocarina of Time"

Since "Ocarina of Time," the joystick has become an essential component for 3D games.

However, from the appearance of the joystick to the dual-stick, and finally to the ergonomic dual-stick controllers of the future, there was still a decade-long evolution process in between.

Now, Aoki Haruhi is essentially taking the standard answer from the future and throwing it right in Kutaragi Ken's face.

Apart from the chips, which might not compare to the future, Japan is fully capable of manufacturing this controller with current production techniques.

"Is Aoki Haruhi a monster?" a Sony hardware engineer marveled.

Once you move from confusion to understanding, you can only conclude that Aoki is a god.

The creativity of a company like Pokeni seems boundless, whether it's in their game products or their game-related hardware.

"Yes. Aoki Haruhi is a monster," Kutaragi Ken confirmed.

However, to a certain extent, Sony should be grateful to Pokeni.

With their help, the PlayStation will definitely become a console that ushers in a new era.

In short, the basic hardware requirements for 3D gaming have now been mostly defined.

The rest is up to Sony.

***

Both sides discussed the programming languages to be used, and Sony indicated that they could support development in Assembly, BASIC, or C. They would later provide the compiler environment and tools to Pokeni, as well as the corresponding CD-burning equipment.

The only thing left was to wait for the completion of the first PlayStation console.

Pokeni was also preparing for a smooth transition to the PlayStation platform.

First, Aoki Haruhi sent hardware engineer Senkawa Hiroichi to the newly established Sony Computer Entertainment (SCE) department, where he would participate in the entire development process of the new console, codenamed PS-X. In critical moments, Senkawa might even be able to pull off a few tricks of his own.

Just like back when they added chips to cartridges to handle graphics and increase memory.

Senkawa Hiroichi was quite the eccentric genius, after all.

***

Once the PS hits the market, Pokeni will need a 3D blockbuster title to carry it. For this reason, Aoki Haruhi has spent a lot of time lately thinking about this issue, enough to sprout several new gray hairs. It is truly pathetic when you think about it; a young man under 30, and he already has gray hair. Being a president is really not a job for mere mortals. Especially when you are the president of a small company, you have to be hands-on with everything while also planning for the long-term future. Recently, Aoki has been worked like a dog. Having just finished drafting the functional requirements for the console and the controller, he now has to immediately turn around and figure out what game to develop. Once Sony provides the equipment, they must start production immediately; otherwise, they won't be able to seamlessly align with next year's PS launch schedule.

"So... what game should we make?"

In reality, the ideal game in Aoki's mind is Elden Ring, also known as the "Old Man Ring." Elden Ring is a dark fantasy open-world action RPG developed by FromSoftware and published by Bandai Namco, considered the pinnacle of 3D action games. It is the culmination of the Souls series, which catapulted producer Hidetaka Miyazaki to a new level of fame, with sales reaching over 20 million copies.

However, judging by the current level of technology, there is still a long way to go before we can reach something like Elden Ring.

After the PS was developed, it couldn't support that many polygons at first. For 3D games, polygon count means detail, and detail means image quality.

Simply put, the more polygons, the more refined the model.

To achieve the human character models seen in Elden Ring, you would need at least 5,000 polygons, and high-fidelity models might reach tens of thousands. Therefore, to accommodate players with different hardware configurations, settings usually allow you to choose model quality.

As for CG blockbusters, like Transformers, they might use hundreds of thousands of polygons, and rendering alone can take days or even weeks, even with the most advanced computers.

When the PS first came out, being able to support more than 500 polygons without lagging was already considered quite remarkable.

Any more than that, and it could lead to game lag, affecting the player's gaming experience.

According to Aoki Haruhi's estimation, the first 3D game produced by Pokeni would have to be based on simple models; if you had to describe it, it would be a "Lego style."

Or, you could call it a blocky style.

Sega's Virtua Fighter was just like that.

How good can something made of blocks look?

It's impossible to make a Tifa right off the bat. The only option is to consider how to use this blocky style, or simple models, to create 3D features and a fun game.

***

After much deliberation, Aoki Haruhi finally made a decision.

The best choice at the moment is to develop "Super Mario 3D World."

This is an action game released by Nintendo in 2013, consisting of small 3D levels. In each level, players can control Mario, Luigi, Princess Peach, and Toad to clear it. The operation mode is similar to the existing Super Mario games: you can run, jump, and shoot fireballs after eating a Fire Flower.

There are some transformation items, such as the Bell which allows you to turn into a cat, the Super Leaf which turns you into a Raccoon, and so on...

The game has high playability and is great for all ages.

Most importantly, this game utilizes 3D advantages extremely well. Each level is designed to be a classic; it received scores of over 9 points from major media outlets back then and became a bestseller.

Although it has the added buff of the world-class IP "Super Mario," even if you were to remove that aspect, "Super Mario 3D World" would still be top-tier in terms of game design and gameplay.

And this game has a huge advantage—

The polygon count of the models is low. Aside from a few main characters, many elements in the scenes can be kept quite simple, yet the gameplay can still be perfected.

That's why Aoki Haruhi thought about using it as the company's first 3D game.

What do you call this?

This is called using magic to defeat magic!

However, only the gameplay and design can be used; the main characters must definitely be changed. Moreover, there has to be differentiation in the gameplay so that people can't tell at a glance that it's Super Mario.

Otherwise, Nintendo will sue you until you're bankrupt.

Furthermore, without the backing of the Super Mario IP, this game will have to rely entirely on its own playability and 3D originality to succeed.

"The character models need to be simple and cute, something that can win over the players."

Aoki Haruhi pondered silently.

Should I use Pokémon?

Or should I create a new series of characters?

From the perspective of IP, it's actually best to use Pokémon characters. This provides continuity, allowing us to not only capitalize on the Pokémon brand but also further expand its influence, building it into an even more powerful IP.

However...

Figuring out how to combine the core gameplay of catching Pokémon with something like Super Mario 3D World is a challenge.

If we create a new IP, it would have to be appealing enough in every aspect to successfully capture the demographic of younger players.

That feels even harder.

But... Aoki Haruhi finally decided to throw these difficult problems to Mikami, Gen Urobuchi, and the others, and see what the planners think.

When the time comes, I'll also call in Shinkai Makoto and Ishino Mika—and, right, the Pokémon planners too.

Who knows, maybe if these guys brainstorm, they'll come up with some great ideas.

At least the foundation of the gameplay can be set.

Yeah, yeah.

That's the plan.

If it can actually be made, it's bound to be a great game.

Thinking about this, Aoki Haruhi couldn't help but let a smirk spread across his face.

***

If we can make it, it will certainly be a good game.

Thinking of this, Aoki Haruhi couldn't help but let the corners of his mouth curl upward.

***

Passing by the President's Office, when Akanishi Ken, the head of the programming department, saw that sinister smile on Aoki Haruhi's face, his heart skipped a beat.

It's over, it's over.

Whenever the President smiles like that, nothing good ever happens.

I wonder if it's the art team or the programming team that's going to suffer this time!

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