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هيرويوكي إيتو @___@

Punished Noctis

A Silver Bullet
اووووووووك ... دخلت صفحة المطور الاسطوري الخنفشاري الرهيب اللي مافيه زيه هيرويوكي إيتو بالويكيبيديا بالغلط ... و شفت اشياء عظيمة !!!! فف6 - جزئي المفضل بالسلسلة - كل افكارها العظيمة منه !! 95+% من الاشياء اللي احبها بالآر بي جي منه !!! مو قادر اصدق عظمة هذا الرجل !!!

- ابتكاره لنظام الـ ATP !
His next major role was as battle system designer for Final Fantasy IV.[SUP][1][/SUP][SUP][3][/SUP][SUP][4][/SUP][SUP][5][/SUP] The game was the first for the Super Nintendo and was initially being designed to have a turn-based battle system.[SUP][1][/SUP][SUP][3][/SUP][SUP][5][/SUP] However, Ito was watching a Formula One race one day and upon seeing the racers pass each other at various speeds, he came up with an interesting idea of each character having a speed value and that affecting when it will be their turn.[SUP][1][/SUP][SUP][3][/SUP][SUP][5][/SUP][SUP][6][/SUP] He began to create an in-depth article with illustrations that explained his idea and the underlying gameplay mechanics that would make it function.[SUP][3][/SUP][SUP][5][/SUP] He also took a lot of inspiration from the gameplay rules and mechanics of the NFL.[SUP][3][/SUP][SUP][5][/SUP][SUP][7][/SUP] He called this new battle system, Active Time Battle (ATB).[SUP][1][/SUP][SUP][3][/SUP][SUP][5][/SUP][SUP][8][/SUP] In the ATB system, time does not stop while a player enters commands for a character. Instead, each character has an ATB gauge that gradually fills over real-time, based on their 'Speed' stat.[SUP][3][/SUP][SUP][5][/SUP]Once the ATB gauge is full, the player must think and act quickly to enter commands for the character lest they miss their chance to take their turn. The fact that enemies can attack even while a player is entering commands for their characters means there is an added sense of urgency and excitement in battles.[SUP][3][/SUP][SUP][5][/SUP] Hiroyuki Ito felt that the leap in power from NES to SNES should mean that the battle system in Final Fantasy also makes a similar leap.[SUP][1][/SUP][SUP][3][/SUP][SUP][5][/SUP] When Final Fantasy IV was eventually released in Japan, the ATB system was very positively received by critics and gamers.

- تطويره لنظام الـ Job System إلى ماهو عليه اليوم !
Hiroyuki Ito next worked as the game designer of Final Fantasy V, where he refined the ATB system and also created the Ability Point (ABP) system and a new, fully customizable Job system.[SUP][5][/SUP][SUP][8][/SUP][SUP][10][/SUP][SUP][11][/SUP] He also introduced the ATB gauge that appears on the right side of the battle menu.[SUP][1][/SUP][SUP][5][/SUP][SUP][10][/SUP]

- جاب أفضل لحظات Final Fantasy V !
There were also a number of event scenes he created for the game, the most famous being the various encounters with Gilgamesh, a comic relief enemy he created.[SUP][10][/SUP][SUP][12][/SUP] He also created the 'Chicken Knife or Brave Blade' choosing event.

- فف6 . كل شيئ عظيم بفف6 هو فكرة إيتو !! اللعبة = لعبة إيتو !
Hiroyuki Ito next worked as the game designer of Final Fantasy VI, where he was responsible for all the gameplay aspects such as the ATB system, Esper Magicite system, Relic system, the unique gameplay attributes of each of the playable characters, and all the various items, equipment, relics, espers and spells obtainable in the game.[SUP][1][/SUP][SUP][5][/SUP][SUP][14][/SUP] He decided to change the acronym of the ABP system to AP system as he felt the acronym should only include the first letter of the words 'Ability Point' like the acronym ATB for 'Active Time Battle'.[SUP][1][/SUP][SUP][5][/SUP][SUP][14][/SUP] He was also responsible for the structure, pacing and flow of the entire game and tried to strike a balance between the gameplay and event scenes so the game didn't feel too story-driven. He did this by mixing event scenes with gameplay and also making the player constantly have to explore the world map to get to new areas that would advance the story.[SUP][1][/SUP][SUP][12][/SUP][SUP][14][/SUP] An example of him mixing event scenes with gameplay is in the Opera House. The player has to interactivity enter the correct lyrics for Celes Chere and also perform some of her stage movements; they then have to run around the building as Locke Cole to reach and battle Ultros, who was attempting to sabotage the show. The original event scene for the Opera House by Yoshinori Kitase had no player interactivity apart from pressing the "A" button after each dialogue box and Ultros didn't even show up at the location. Ito decided modify it by adding more player interactivity in an effort to balance the story with gameplay.[SUP][12][/SUP][SUP][14][/SUP] Another example is the dining meeting with Emperor Gestahl. The original event scene by Kitase had the player going straight into the dining room and taking a seat and then just pressing the "A" button after each dialogue box until the dining meeting was over. Ito modified it so the player had to first explore and speak to all the soldiers within a time limit, some of which would even want to battle. After the time was up, they then automatically participated in the dining meeting and were given various choices of dialogue to say to Emperor Gestahl during the course of the conversation. Depending on how many soldiers they spoke to before the dining meeting and their dialogue choices to Emperor Gestahl during the conversation, they were given a number of rewards by the Emperor's attendant after the meeting was over.[SUP][12][/SUP][SUP][14][/SUP] Hiroyuki Ito believes that making events scenes require player interactivity allows for greater player immersion and therefore makes the world feel more like a real place and not just a backdrop of a story.[SUP][1][/SUP][SUP][12][/SUP][SUP][14][/SUP] He eventually became the co-director of Final Fantasy VI when the original director Hironobu Sakaguchi stepped down due to being too busy with other commitments
هذه الفقرة خلت إيتو هو مطوري المفضل بسكوير !!!

- كرونو تريجر . الثورة التي لم يستغلها احد !
The next game Ito worked on was Chrono Trigger. The game was in development at the same time as Final Fantasy VI but by a different development team. When development of Final Fantasy VIwas complete, Hironobu Sakaguchi moved Hiroyuki Ito and Yoshinori Kitase over to the Chrono Trigger team as he wanted to speed up the games development so it could be released early the next year.[SUP][1][/SUP] Sakaguchi appointed Ito and Kitase to be co-directors alongside the existing directors Takashi Tokita and Akihiko Matsui.[SUP][1][/SUP] While Ito checked the current content and progress of the game, he noticed that all the event scenes in the game only required the player to press the "A" button after dialogue boxes. As a result of noticing this, he decided to step down as a director and instead take the position of an event planner.[SUP][1][/SUP] The reason was so he could spend most of his time and effort on modifying the event scenes to require more player interactivity like he had done to the event scenes in Final Fantasy VI.[SUP][1][/SUP] An example of an event scene Ito created was the trial of Crono.[SUP][1][/SUP] At the time Ito joined the project, there was no trial and Crono was thrown in jail by the Chancellor as soon as he returned to Guardia Castle with Marle. Ito decided to modify this by adding a trial scene that would determine if Crono was guilty.[SUP][1][/SUP] He created numerous morality events at the Millennial Fair that would affect Crono's case and created dialogue choices during the trial for the player to input. The player's gameplay actions at the Millennial Fair and their dialogue responses during the trial would all affect the verdict on Crono.[SUP][1][/SUP] Ito says that his aim in creating this event scene was to show players that their gameplay actions can influence the story.[SUP][1]
[/SUP]Aside from being an event planner, Hiroyuki Ito's other responsibility in Chrono Trigger was the locations of enemies on the field map and how it would seamlessly transition into a battle.[SUP][16][/SUP] Due to battles taking place on the field map, he had to create a short event scene before each battle started that would transition the gameplay from exploration to battle.[SUP][16][/SUP] His experience working on the battle transitions in Chrono Trigger made him want to continue making games without random battles.

من فقرة كرونو تريجر و فف6 نلاحظ أن ايتو عنده فلسفة رائعة بالعابه .. دمج الجيمبلاي بالقصة و تقليل مقاطع القصة الصرفة التي تطلب مجرد ضغط زر A لأبعد الحدود .. و جعل اللاعب يعيش القصة بنفسه عن طريق الجيمبلاي .. يعني نقدر نقول انه من اوائل - ان ما كان اول - من جاب التوجه السينمائي بالالعاب !

و الكثير و الكثير اللي يمكن قراءته من هنا : http://en.wikipedia.org/wiki/Hiroyuki_Ito ... إيتو كذلك هو صاحب فكرة نظام الماتيريا من فف7 .. لعبة البطاقات بفف8 .. الجامبيتس بفف12 .

امثلة مهمة على عمل ايتو :
Notable examples of his work include the Active Time Battle (ATB) system, Ability Points (AP) system, Job Change system, Esper Magicite system, Materia system, Junction system, Triple Triad card game, Active Time Event (ATE) system, Active Dimension Battle (ADB) system, License Board and Gambits.

سكوير = إيتو ... يخرب بيته !!!!! الحماس لفف15 صار X مليون الحين !
 
ما أدري وش المقصود بالـ "Job System" بس موجود Job Systems من أيام الـTable top RPGs من قبل ما يكون فيه حتى فيديو جيمز
 
امممم غير انك قاعد تبني حماسك على إشاعة لاأكثر خالد، يمكن الراجل ماله علاقة بفاينل فانتسي15
 
ما أدري وش المقصود بالـ "Job System" بس موجود Job Systems من أيام الـTable top RPGs من قبل ما يكون فيه حتى فيديو جيمز

همم انا قلت "تطويره له إلى ماهو عليه اليوم" ..

امممم غير انك قاعد تبني حماسك على إشاعة لاأكثر خالد، يمكن الراجل ماله علاقة بفاينل فانتسي15​

أكيد . يمكن تطلع فف15 إيتو إشاعة .. لكن صراحة انا انصدمت جدا بالمعلومات اللي قريتها بالويكي عنه - ماكنت متصور لاي درجة هذا الرجل مبدع خصوصا من ناحية شغله على جزئي المفضل فف6 - و قلت اشاركها هنا يمكن البعض مثلي ماكان يعرفها ..
 
للأسف هذا مو أول واحد يضيع خلف ظلال الكبار!

قبل يومين قرأت عن واحد من نينتيندو اسمه كازومي أو شي زي كدا وطلع مبتكر حاجات كبيرة جدا بألعاب الشركة ومنها الزي تارجيت!
خير انه مخرج جالاكسي.!

في ناس يقولو عنه أفضل خلف لمياموتو

الجزء التاسع من فاينال أعتبره أفضل لعبة Rpg لعبتها وجزء جديد من إذا الشخص مرحب فيه وبشدة
 
الجزء التاسع من فاينال أعتبره أفضل لعبة Rpg لعبتها وجزء جديد من إذا الشخص مرحب فيه وبشدة​

لعبت 6 ؟ 9 مستمدة منها الكثير و ان كانت لـ 6 افضلية كبيرة جدا بالجيمبلاي .

9 هو جزئي المفضل بعد 6 بالمناسبة .
 
^
لأ 🙁
9 هو الجزء الوحيد اللي ختمته من الأجزاء الكلاسيكية
7 و 8 لعبتهم شوية وبس

6 شدني بجزئيته الموجودة بـ Theaterethem وناوي ألعبه ان شاء الله
 
لعبت 6 ؟ 9 مستمدة منها الكثير و ان كانت لـ 6 افضلية كبيرة جدا بالجيمبلاي .

9 هو جزئي المفضل بعد 6 بالمناسبة .
السر بمضاعفات رقم 3
3-6-9-12-15

هل راح تنكسر القاعدة هنا؟ :nerd:
 
مالعبت 3 و لا 12 .. ناوي على 12 قريب ..
الحين انا متحمس على نار لاربع العاب فف .. 12 و تايب-0 و 15و فيرسس .. الله يعين ..
 
^
آخر اثنين احتمال يكونو لعبة وحدة :confuse:
 
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