In this world, the fame and reach of The Legend of Zelda are not as extensive as Dragon Quest and Final Fantasy.
These two series are known by almost every player, but The Legend of Zelda is relatively less known.
Mainly because Takayuki is a bit overwhelmed with game development. It's surprising that having many games in mind can also be a source of frustration.
Or perhaps it's because the current game development industry is still somewhat lacking. If there were a stronger game development industry, then maybe the speed of game development would be higher.
This time, Takayuki decided to make Ocarina of Time a launch title, aiming to create another textbook-level game template.
So far, it seems that other game companies haven't fully grasped the essence of third-person gameplay.
They haven't even created the so-called one-button lock-on feature.
Don't underestimate the significance of this one-button lock-on feature. It's precisely because of this feature that third-person games have a new direction of development, completely enhancing the adventure genre.
Another distinctive feature is the over-the-shoulder perspective and dual analog stick controls.
Previously, the modifications Takayuki made to Mario 64 were already quite good in this regard, but it still wasn't the perfect representation of the third-person over-the-shoulder perspective.
At that time, Takayuki believed that Mario's main gameplay was jumping, so the over-the-shoulder perspective could be retained to provide opportunities for future games.
Now, it's just the right time to use it.
Moreover, Takayuki now has an even greater gain, which is the new game development data provided by the Unreal Engine team.
Many of Suri Electronics' game development data needs to be uploaded in real-time to the Unreal Engine team's servers.
This was also stipulated in the contract.
Of course, it's impossible to upload the confidential source code of a game, as that would be stealing trade secrets from other companies, which is illegal.
But requesting the other party to provide some numerical data and model building data related to game development is not a problem.
Such as character fighting motion data for fighting games, or building data for certain game scenes, and so on.
All of these have become Takayuki's most valuable resources and experiences.
And these resources and experiences are accumulating rapidly at an exponential rate.
Every company, including every company currently using the Unreal Engine to produce movies, is constantly providing themselves with all kinds of data.
Now, this data can all be used in Ocarina of Time.
Takayuki explained its new game development concepts to everyone and clarified many of Ocarina of Time's most prominent features.
Everyone listened attentively, and occasionally a few people even looked at Takayuki with admiration.
Everyone present was young, with an average age of not exceeding thirty. They were at an age where they easily exuded enthusiasm, and almost all of them idolized Takayuki as their idol.
Every game development feature Takayuki explained to them now was something they had never thought of before.
The president truly lived up to the title of "god of games." Now, it seems he's once again intending to lead the entire industry forward.
Sometimes, special features in games aren't even considered until someone brings them up.
But once someone does, implementing them becomes quite easy. What most game developers lack is that occasional stroke of genius.
Takayuki can still rely on its experience and gains from the previous world to develop games, but Takayuki also plans to introduce a completely new game development system. That is, using an industrial development approach to exhaustively develop all game features, compile them into a book, and become an industry textbook.
Takayuki went on and on for nearly an hour, meticulously explaining every game feature.
Even Takayuki felt that these contents were a bit tedious.
But everyone present listened with great interest.
But thinking about it, it's quite normal. Takayuki is someone who has experienced these gameplay mechanics in games, so he thinks these mechanics are natural. But people in this world don't know about them at all. Every time Takayuki explains a new gameplay mechanic, it brightens their eyes.
However, merely replicating the Ocarina of Time from the previous world with better graphics is not enough. Takayuki is not satisfied with just doing that.
At this point, Takayuki turned to the last page of the project plan, and everyone else also turned to the last page of their project plan copies. Then they looked at it closely, and they were all stunned.
They were somewhat surprised by the content described in the project plan.
Fuyuki Tohjiro asked uncertainly, "President, are you sure you want to do this? It seems... it will incur considerable costs."
Takayuki nodded, "I'm sure. I know very well that the initial setup and development of this thing won't be cheap, after all, it's something currently only used for movies and scientific experiments. But no one said that this thing can't be used to facilitate game development."
Everyone looked at each other, but soon their eyes became fiery.
This is indeed another challenge for the gaming industry.
Takayuki cleared his throat and said, "As stated in the project plan, for this version of Ocarina of Time, I intend to introduce a new and expensive technology: motion capture system."
Motion capture system, something that has become commonplace in many industries in the future, is still a rare thing in this world.
So far, the number of movies using motion capture is still scarce, and most of its usage is limited to some experimental motion capture and simulation experiments in laboratories, as well as some model simulation systems in industrial systems.
Previously, a world-famous mega-industrial company suddenly approached Takayuki Entertainment's Unreal Engine team.
They claimed to have seen the potential of the Unreal Engine and hoped to purchase the engine to apply it to their brand-new industrial model simulation calculations.
At that time, Takayuki was also involved and even visited some of the other company's high-end simulation calculations.
Then he saw the motion capture system.
At that time, Takayuki suddenly remembered this product that had become standard in the future gaming industry.
If not now, then when?
Takayuki was very happy at that time, because this might be another new initiative that could lead the industry.
After all, so far, no game developer in this world has set their sights on motion capture.