Inside Asian Gaming

IAG MAY 2020年5月 亞博匯 57 特寫 whatsoever. I mean, the Sega Sammy Group has made millions of boxes, be they pachinko or whatever, so they definitely have their engineering down. Unfortunately they just didn’t hit the mark with what the market wanted in that multi-player station. So although I was originally responsible for just the US market, the powers that be thought having someone with true casino gaming experience should take a swing at the game development stuff, and I took on the role in March. BB: What direction do youwant Sega Sammy Creation to take in terms of product development? SW: I still like the idea of us using and leveraging our experience in pachinko and the home console world. There is tons and tons of content there. Unfortunately a lot of it is not well known by non-Japanese. Obviously the most popular one is “Sonic”, but there are a few others like “House of the Dead” and “Virtua Fighter,” titles like that. As far as a library of assets goes it’s pretty unbelievable, so I’ve told the guys that we already have the art and the concept with bonuses and symbols and such, all we have to do is tweak the math to be more familiar with what the Asian markets are looking for or the US market is looking for. Instead of looking at a blank sheet of paper, why not jump in with some of this content that’s already formulated? I still like that idea, I’m just struggling with the content style. I don’t know how familiar you are with the Japanese anime or the manga culture. That style is quite different and although very popular in Japan, there will be many outside Japan who might just think it’s off. But there is a lot there so it’s just sifting through it and finding stuff that would be readily accessible to a middle-aged woman in America or a fairly aggressive betting style of player in Macau. What are we going to do? I still want to use that expertise and tap into those experiences we have in those other non-casino gaming environments but I think the biggest thing I’m bringing to the guys is to say, “Look we can’t continue to just play with our own 本思齊(BB):首先恭喜您被任命為世嘉颯美創意公司總裁兼行政 總裁。這為公司的方向有甚麼影響呢? Scott Winzeler: 好的,我要先跟你說一些背景資料。世嘉颯美創 意是世嘉颯美控股的一間子公司,於數年前成立,特別專注於娛 樂場博彩遊戲。 公司在約兩年前於內華達州取得牌照,而我就在那時加入公 司,並且領導在美國的營運。在此前於日本營運世嘉颯美創造的 那位採取了這樣的做法:「讓我們為娛樂場博彩遊戲帶來一些嶄 新和獨特的事物。我們在街機遊戲世界和與PlayStation合作方面 都擁有豐富經驗,就讓我試試可否帶來一些新奇特別的事物吧。」 那是一個很好的構思,而他們也在澳門發行了一個多人骰寶 遊戲機組,那是一個非常宏大和非常進取的做法,而且機組本身 的製作質素亦非常高。他們安裝了700部機器,而並沒有出現設施 維護、維修等等方面的問題,這實在是很好的消息。我想說的是, 世嘉颯美已經製造了數以百萬計的機器,包括彈珠機等,所以他 們對於製作工藝一定瞭如指掌。 可惜的是他們在多玩家機組方面並沒有真正切中市場的期 望。 因此,雖然我原先只是負責美國市場,但公司就覺得要找一 位真正有娛樂場博彩遊戲經驗的人執掌遊戲發展事宜,所以我就 在3月坐上了這個位置。 BB:你希望世嘉颯美創意在產品開發方面朝哪一個方向進發呢? SW: 我依然想要好好地利用我們在彈珠機及家用遊戲機方面的 經驗。在這些範疇中有很多不同的東西可以採用,可是他們有很 多對日本以外的人而言都不太熟悉。 最受歡迎的明顯就是《超音鼠》,另外還有像《House of the Dead》和《Virtua-Fighter》等系列。就資產的蘊藏量而言,這實在 是十分驚人的。因此,我告訴我的同事們,我們已經擁有關於獎賞 及符號之類的美術及構思,我們現在需要做的,就是調整計算的 部分,令其更貼近亞洲或美國市場所需所要的。與其從零開始,何 不採用這些已有既定格式的構思呢?

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