{"id":672,"date":"2008-01-05T13:42:00","date_gmt":"2008-01-05T13:42:00","guid":{"rendered":"http:\/\/chocobeam.me\/playground\/2008\/01\/soleil-levant\/"},"modified":"2008-01-05T13:42:00","modified_gmt":"2008-01-05T13:42:00","slug":"soleil-levant","status":"publish","type":"post","link":"http:\/\/har0ld.com\/playground\/2008\/01\/soleil-levant\/","title":{"rendered":"Soleil levant"},"content":{"rendered":"<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Des articles en profusion chez Gamasutra. En plus les com&#8217; sont ouverts &ccedil;a sera toujours plus facile de dire un mot que chez Kotaku.<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><img loading=\"lazy\" height=\"302\" width=\"450\" src=\"http:\/\/har0ld.free.fr\/myblog\/wada.jpg\" alt=\"\" \/><br \/>\n<em>&quot;Ces sourcils&#8230;&quot;<\/em>&nbsp;<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Une <a target=\"_blank\" href=\"http:\/\/www.gamasutra.com\/view\/feature\/2729\/harvest_man_yasuhiro_wadas_.php?page=1\">interview avec le cr&eacute;ateur d&#8217;Harvest Moon Yasuhiro Wada<\/a>, le succ&egrave;s de son jeu qui consiste &agrave; jouer au fermier, son message personnel (n&#8217;oubliez pas la nature !)&#8230; Ou en gros comment faire des jeux avec des th&egrave;mes in&eacute;dits. <\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Un <em><a target=\"_blank\" href=\"http:\/\/www.gamasutra.com\/view\/feature\/2585\/persuasive_games_video_game_zen.php\">article sur le zen gaming<\/a>, <\/em>par Ian Bogost game designer de renom et chercheur de talent (j&#8217;ai pas <a target=\"_blank\" href=\"http:\/\/www.amazon.com\/dp\/0262026147?tag=watcoogam-20&amp;camp=14573&amp;creative=327641&amp;linkCode=as1&amp;creativeASIN=0262026147&amp;adid=0BB3QDYQKERSSZ190TZV&amp;\">son bouquin<\/a>, oui j&#8217;ai honte). Pour penser zen, pensez Solitaire, jeu sans stress. J&#8217;ai toujours eu un faible pour ce genre de jeux -ou de gameplay-, ca d&eacute;tend mieux que d&#8217;avoir un corps totalement passif devant un &eacute;cran&#8230; Du challenge ok mais quand j&#8217;en veux plus je veux pouvoir me ballader dans ces univers si uniques, de Test Drive III en roulant le long de la c&ocirc;te sans bourriner pour &eacute;chapper aux keufs, en passant par Tony Hawk en ridant tranquillement sans chercher &agrave; faire le highest combo. Voir arracher les mauvaises herbes dans Animal Crossing ne rigolez pas hier j&#8217;ai &eacute;t&eacute; surpris de faire &ccedil;a un bon quart d&#8217;heure pendant que je pensais &agrave; autre chose.<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<blockquote><p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><em>&quot;to create new ways for non-musicians to experience the unique joy that comes from making music.&quot;<\/em><\/font><\/p>\n<\/blockquote>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">C&#8217;&eacute;tait la mission premi&egrave;re d&#8217;Harmonix les cr&eacute;ateurs de Guitar Hero et Rock Band. <a target=\"_blank\" href=\"http:\/\/www.gamasutra.com\/view\/feature\/2801\/book_excerpt_inside_game_design_.php\">Interview over the phone<\/a> des d&eacute;buts d&#8217;un succ&egrave;s populaire sans pr&eacute;c&eacute;dent.<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Monsieur Silent Hill <a target=\"_blank\" href=\"http:\/\/feeds.feedburner.com\/~r\/GamasutraFeatureArticles\/~3\/205638990\/heavens_night_an_interview_with_.php\">parle<\/a>:<\/font><\/p>\n<p><font face=\"Arial\"> <\/font><\/p>\n<blockquote><p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><em>&quot;People who design games are seen as creating interactivity, and I think musicians should also be recognized as part of that&#8230; what should I call it &#8212; entertainment group? Something like that. <\/em> <\/font><\/p>\n<p><font face=\"Arial\"><em>It should be recognized in a different way&#8230; maybe it should be a new category, but sound and music creators need to be thought of as part of that interactive creation process from the beginning. I think if you do that, something different will happen, just from a change of project perspective. I&#8217;ve always thought <strong>you should get everyone thinking about the interactive and creative aspects of the game together, from the very beginning<\/strong>.&quot;<\/em><\/font><\/p>\n<\/blockquote>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">Tu as raison x1000 Akira mais tu sais, les producers ont vraiment les oreilles bouch&eacute;es. Par contre quand tu dis:  <\/font><\/p>\n<blockquote><p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\"><em>&quot;One is that the development environment in Japan is divided into developers and publishers. Publishers have to create a game in a short amount of time at low cost, and it&#8217;s a lot of pressure on them in that respect, and they pass that on to the developers. So basically it has to be done as quickly and cheaply as possible. And the people doing this are getting old like me. And tired! And the salary isn&#8217;t that great. [&#8230;] I look at a game magazine, and I see interviews with the &quot;important creators,&quot; like Mr. Sakaguchi. He&#8217;s a great game creator, but he&#8217;s not young. And I don&#8217;t see many young game creators in Japan. Then I look at the west, and I see all these young guys coming up so fast, it&#8217;s just amazing.&quot;<\/em><\/font><\/p>\n<\/blockquote>\n<p><font face=\"Arial\"> <\/font><\/p>\n<p><font face=\"Arial\">C&#8217;est vrai et pas vrai. Les cr&eacute;ateurs europ&eacute;ens dans la presse sont toujours les m&ecirc;mes depuis que j&#8217;ai 10 ans (Peter Molyneux ou Fred Raynal) alors c&#8217;est pareil qu&#8217;au Japon. L&#8217;afflux de jeunes dans l&#8217;&eacute;conomie du jeu dans le monde occidental nous donne des jeux &agrave; la pointe technologique certes, mais qui perdent leur focus sur la finition (aucun jeu r&eacute;cent n&#8217;est exempt de d&eacute;fauts assez graves) l&agrave; o&ugrave; les japonais, vieux, avec de l&#8217;exp&eacute;rience, ne s&#8217;encombrent pas de soucis techniques et se focalisent sur l&#8217;essence: le gameplay. D&#8217;o&ugrave; des jeux pas forc&eacute;ment au top technique mais procurant un fun de tout les diables ou un challenge top niveau.  <\/font><\/p>\n<p><font face=\"Arial\">Bref l&#8217;occident a encore du chemin &agrave; faire parce que le tr&egrave;s haut niveau graphique ne suffit pas pour cacher les grosses faiblesses de gameplay ou le manque de synergie.  <\/font><\/p>\n<p><font face=\"Arial\">Il me reste ces <a target=\"_blank\" href=\"http:\/\/www.gamasutra.com\/view\/feature\/3450\/korea_rising_five_crucial_.php\">21 pages sur quelques d&eacute;veloppeurs cor&eacute;ens<\/a> &agrave; lire.  <\/font><\/p>\n<p><font face=\"Arial\">Ah et une <a target=\"_blank\" href=\"http:\/\/kotaku.com\/gaming\/parappa-team-returns\/parappa-creators-re+team-for-wii-exclusive-331893.php\">vieille news<\/a> (un mois, une &eacute;ternit&eacute; r&eacute;seau), <strong>les cr&eacute;ateurs de Parappa sont de retour pour un jeu exclusif sur Wii<\/strong>.  <\/font><\/p>\n<p><font face=\"Arial\"><img src=\"http:\/\/har0ld.free.fr\/myblog\/matsuura2.jpg\" alt=\"\" \/><br \/>\n<em>And I&#8217;m sure it&#8217;s gonna be funky&#8230; (Masaya Matsuura, musicien et game designer).<\/em><\/font><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Des articles en profusion chez Gamasutra. En plus les com&#8217; sont ouverts &ccedil;a sera toujours plus facile de dire un mot que chez Kotaku. &quot;Ces sourcils&#8230;&quot;&nbsp; Une interview avec le cr&eacute;ateur d&#8217;Harvest Moon Yasuhiro Wada, le succ&egrave;s de son jeu qui consiste &agrave; jouer au fermier, son message personnel (n&#8217;oubliez pas la nature !)&#8230; Ou [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[6],"tags":[],"_links":{"self":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts\/672"}],"collection":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/comments?post=672"}],"version-history":[{"count":0,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts\/672\/revisions"}],"wp:attachment":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/media?parent=672"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/categories?post=672"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/tags?post=672"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}