Chapter 93 -94

093:

Bai Miao's opening made Zhou Fan stunned for a moment, and then said: "The classics of Xianyi and Xiansi lie in their portrayal of characters and the rendering of the feelings between the main characters in the plot. There are good characters, ups and downs in the plot, and touching feelings...... That's what makes a classic. When we make games, the focus is on storytelling, gameplay, and interactivity. ”

"Storytelling is certainly something we need to focus on, but it doesn't directly conflict with gameplay and interactivity. Do you know why the level and experience points are set in the game, and why such a setting finally became popular and became a classic setting? And why is there such a thing as a leveling maniac? ”

Zhou Fan asked Bai Miao unhurriedly.

His question was too jumpy, so Bai Miao didn't know what Zhou Fan wanted to ask for a while?

Instead, Bai Chiwen replied: "Because experience points and various attributes will quantify the player's efforts, so that they can clearly see the results of their every action little by little." This kind of numerical processing will make many people addicted to it, so there is such a thing as leveling mania, and this is why the boring repetitive leveling process can be turned into a player's leisure and entertainment. Essentially, values are the foundation and essence of all single-player or online games. ”

Bai Miao asked, "What does this have to do with whether or not to insert the emotional interaction system?" ”

Zhou Fan smiled and said, "Bai Miao, you may think that the focus of the emotional interaction system lies in the word 'emotion', but in my opinion, its focus is on the word 'interaction'. ”

"We play games as entertainment on weekdays, and we also watch animations and follow the plot, what is the difference between watching TV and watching comics? In fact, the biggest difference is in one interaction. The number jΓΉ gives the player an opportunity to interact with the game and participate in the story. And that's actually the biggest charm of the game. ”

"The interaction between players during the game allows them to experience the role of their own actions in the growth of the protagonist and the progress of the story, which is the greatest fun. Not only will it make them more engaged in the game, but it will also give them a sense of accomplishment...... This sense of accomplishment can't be exchanged for no amount of exciting and touching plots. ”

"I don't disagree with your view of the 'classics', but I think the classics are much more than a model, a route. A good story and a good way to play should not conflict, but should complement and promote each other. ”

When Zhou Fan said this, Jing He finally couldn't help but speak, and said: "But Zhou Fan, we should also understand one thing, that is, the player's energy is limited. The game itself is an activity, a ...... that requires concentration"

But Tan Yuan said: "Players can choose the direction of focus during the game, but we can't limit their direction - on the contrary, we also have to provide them with as many directions of focus as possible." It's like we're going to give players a variety of skill paths and multiple story paths in the game - we should be able to give them the choice between the main story or the strategy achievement event......"

After arguing for a long time, the two sides finally reached a consensus on a compromise.

The new engine will add an emotional interaction system, but the emotional interaction system does not need to be as complex as the first version of the simulation development genre, and it will no longer be intertwined with the main story. Players can choose their own characters to become teammates, and then play a strategy.

The emotional interaction mode of the new engine refers to the mainstream games and classics of the same kind on the market today, but it is not a copy of the setting. According to the official meaning, the interaction of the characters on the theme refers to Yujun Aodin's "Peerless Double Pride" and "Fantasy of the Three Kingdoms", Daewoo's "Xuanyuan Sword", as well as the famous "The Legend of Jin Yong's Heroes", "Jin Yong's Heroes" and other series, and implements the system of choosing teammates to join the team independently.

Players can start by talking to GuΓ² to trigger character events, and then complete character events to start the event for teammates to join the team. Only after teammates join the team, you can increase your friendship through daily conversations, gifts, and completing events together, and finally trigger a series of plots and enter Lover Mode.

The way of the lover mode is somewhat similar to the previous engine, but there are some differences. In addition to inheriting the following status attribute bonus of the previous game, it also inherits the setting of daily gifts and random events.

The daily gift is that the target of the strategy who is good at refining medicine will give rare drugs to the protagonist, those who are good at casting will send weapons, and those who are good at cooking will send food...... Even when you are in danger, if your target is a master, the other party will suddenly appear as a hero to save the beauty (or the beauty to save the hero) and save your life in the crisis.

It's hard to say about random events, but they are mostly related to the character's background, skills, and personality. However, unlike the development game, the random events of the new engine often not only increase the favorability, but also accompany some rare items.

Compared with the simulation of the development game, it is possible that love will be the main purpose of the game, most of the people here know that the emotional interaction system can be used as an adjustment in role-playing games, but it is definitely not the backbone. And all emotional interactions should actually be to enhance the strength of the protagonist, so there is no objection to this point from everyone.

The general setting was thus set. And the details need to be planned and built a little bit later.

In addition to this, another point to be discussed is the mode of combat system selection.

For action RPGs, combat is undoubtedly a very important component, and it can even be said to be the core content of the game.

If the combat system is well designed, it doesn't matter if everything else is even a little bit worse. Many of these games are like this, with many flaws in the plot and system, but only when they are done to the extreme in combat and do it with pleasure, they are highly sought after.

The main controversy now is whether or not to set up an friend or foe system in the game, that is, a friendly target to be immune to damage.

This may sound inconsequential, but it's actually an important factor in determining the positioning of the game. Games that do not have friend or foe immunity, such as Dragon Age, Devil May Cry, etc., may accidentally attack passers-by or teammates. But at the same time, players can find more ways to play - whether they are a hero or a demon king in troubled times, they can choose for themselves. Even if you do a nasty mission in the game, if you have a friendly target that is immune to damage, you can choose to complete the mission or not do it.

And if you don't have a friendly target immune to damage, in addition to choosing not to do such a task, you can also beat the target of the task with a dog to gnaw mud, or even slaughter the opponent so that the opponent can no longer do any worse.

So there is a lot of controversy within the company about this matter.

However, in the end, no one expected that the result of the discussion was completely out of the pre-plan, because Tan Yuan handed over a plan that was completely unexpected by everyone.

The content of this plan is not about the friend or foe setting, but about the battle mode. Tan Yuan proposes a completely new battle mode that is completely different from all current games.

After Lin Shu and Ju Mingfeng heard what she said, they glanced at each other on the spot, revealing a look of surprise.

The battle mode proposed by Tan Yuan, Lin Shugu called it "the classification of new occupations".

This new school does not refer to this time of the year, but can be counted as a new school more than ten years later. More than ten years later, Xingze, in the latest development of a game, uses a combat mode similar to the core of Tan Yuan's narrative.

Since the game "Legend" created the career classification of the law of war, the career development of various online games has changed on this basis for many years, and in general, it is divided into three categories: MT (meat shield), DPS (output) and wet nurse (healing). And this form, after more than a decade, almost nothing has changed.

It wasn't until more than ten years later that Xingze's blockbuster virtual online game launched a new game form called multiple combat methods.

The biggest difference between the multi-combat method and the current classification of tactics and occupations is that it no longer divides the main professions into three schools: meat shield, output, and healing, but begins to divide the combat methods into four categories: fighting, control, static strategy, and dynamic strategy.

Combat is traditional melee combat, and control is mostly included in ranged attacks, control, and healing, and generally refers to all classes that can use kite tactics. Then the static strategy and the dynamic strategy need to be explained in detail.

Generally speaking, static strategy, in the Eastern-style game, is called the Formation Mage, and in the Western-style game, it is called the Trapmaster, and it is a character who uses traps to fight. The scope of dynamic strategy is a bit wider, what is the Beast Ambassador, Summoner, Necromancer...... Basically, they all fall into this category.

However, these classes are completely different from some of the game classes of the same name at this time, and if I have to say, they are closer to some strategy games and a mini-game called Plants vs. Zombies.

Their way of fighting is to constantly set up traps or manipulate summoned objects in the middle of the battle, referring to the terrain. These two classes don't have any offensive skills per se, but they do have defensive skills and defensive abilities. Their attacks are often only possible through guΓ² traps or summons. Of course, in order to cooperate with special attacks, there are also some special support skills to ensure the progress of the battle.

Now Tan Yuan is proposing such a plan.

No wonder Lin Shu was surprised. You must know that more than ten years later, this kind of combat method was proposed, and it has the characteristics of virtual real games - the emergence of virtual real games, and the battles in the guide games are more realistic, and are more inclined to "nerve movement" rather than "finger movement...... This leads to a lot of changes in gaming habits.

But at this moment, Xingze has not changed and affected this aspect, but Lin Shu is very surprised that Tan Yuan would put forward such an idea.

After listening carefully to Tan Yuan's narration, Lin Shu felt as if he was not as surprised as before.

Tan Yuan's proposal at this time is only the part of the static strategy. Her planning is also very different from the multiple combat methods more than ten years later, and the specific form is undoubtedly closer to games such as "Bubble Hall" or "Plants vs. Zombies".

In her setting, at the beginning of the battle, the moment the player spreads out the formation, there will be a half-minute static invincibility, and neither the enemy nor the enemy will move. Within half a minute, the terrain and formations fused to form a map that resembled a maze. Players can choose the type of formation they want to spread, and then use the spiritual power they have to start laying traps.

Spiritual power is naturally restored, but each time an enemy attacks the player, it will also consume the player's own defense. Because the mage itself is very vulnerable, once the defense value is depleted, the player will die directly. Therefore, players not only have to spend spiritual power to set up traps, but also use spiritual power to repair defenses.

This style of combat is completely separate from the old form of action fighting, and is biased towards intellectual warfare and strategic warfare.

094:

In addition to innovation, the multi-faceted combat methods that have been implemented over the years are actually the result of the natural evolution of the game.

Virtual real games are not like ordinary online games at this time, the number of jΓΉ is far greater than that of thousands of times, and the number of jΓΉ involved is not only the game setting, but also the five senses and seven subjects. The seven subjects are physics, chemistry, biology, geography, medicine, economics and law.

Regardless of human and material resources, it is extremely difficult to make a virtual real game. It's not like ordinary online games now, which are flooded everywhere, so if you don't like one, you can immediately change to another.

Because generally speaking, when it comes to this process, what game makers need to create is often not a game system, but a reasonable and common sense world rules. This step is extremely complicated and cumbersome, and the game settings or game rules become add-ons.

Before Lin Shu's accident, there were only seven virtual real games in the world, two of which were made by Xingze. Although it is not without shoddy works, they are eliminated very quickly, because they are not realistic enough, and they must lack competitiveness.

In the rest of the works, all aspects of the general virtual real game are becoming more and more realistic. For example, the taste of food in various games - every year just by selling food in the game, Xingze can make a lot of money. There are a variety of foods in the game, and there are no concerns about saving time, and you won't get fat after eating, but don't you hook a bunch of people?

However, the multi-faceted combat method is a new way to adapt to this situation. At this time, most of the games were synthetic*, and they were not divided into genres.

It's actually good to say that the cultivation or management type of gameplay is the simulation strategy, although there will be this type of gameplay in different ways in the game, but after all, it has become a function that only a few people can experience. So later, as time passed, I forgot who had the idea and suddenly came up with a "pure strategy" battle mode.

In a purely strategic battle mode, the Array Mage only controls the mechanism, and the Beast Envoy only operates the behavior of summons. For example, a formation mage can perceive the terrain and hostile creatures within a certain range, and then use guΓ² to set up a mechanism through guΓ² in his formation area; The Beast Envoy can summon the Apostles by consuming spiritual power, and he cannot fight himself, but he can manipulate all the Apostles to move forward, backward, defend, and combine, and attract hatred...... Wait a minute.

Both classes are purely strategic classes, where the player does not participate in combat or perform offensive skills, but can incorporate combat-oriented players into their strategy, cooperating with their own manipulators or summons to kill enemies.

But at this moment, this concept was put forward by Tan Yuan, which made Lin Shu feel very surprised.

The profession of Formation Mage is actually not like leading a battle, but more like playing chess. If you have to say it, it's more like the trial matches that Lin Shu fought against Yijian Lingyun in "Nine Heavens" last year, essentially relying on psychological prediction to fight.

The same goes for the Array Mage. In the process of PVE (fighting monsters), players need to understand the action mode and game rules of monsters, while in the process of PVP (fighting against players), what they need to consider is the skills of a certain profession, the prediction of the opponent's actions, and the chain settings between mechanisms.

Moving such a setting to the present, Lin Shu himself is not sure whether this setting can be realized, whether it will have the same charm. But since Tan Yuan proposed it, Lin Shu decided to listen to her thoughts.

So Tan Yuan began to make an impromptu speech.

She began by talking about the inspiration for the idea: "...... In fact, after the new engine development project was established, I began to think about this aspect. In the past, I always felt that the point of contention was not about the friend or foe decision, but everyone was thinking about how to enhance the gameplay without embarrassing the player. ”

"To be honest, most of the well-known action games abroad do hardly set friend or foe judgment, which does enhance the gameplay, but at the same time, it also sets up game barriers for many players. Maybe some veteran players can still play, but for players who are generally used to playing domestic stand-alone and online games, or new players who are just starting to get in touch with games, this is a very insurmountable obstacle. For example, if you accidentally attack a companion or a neutral NPC, it is a more frustrating situation. ”

"Unlike some big game countries, China is actually very limited in the development of action role-playing games. Most players aren't used to this kind of setting, so personally, I don't recommend canceling the friend or foe setting. ”

"At the end of the day, we just need a charismatic and distinctive battle mode to make a name for ourselves. But what kind of battle mode is distinctive enough? Tan Yuan said, "During this time, I have tried almost all the slightly well-known games on the market, including those that I find a little difficult to play, or simply do not have an entry level just for fun." In addition to these, I also play a variety of casual games that I want to get some inspiration from. ”

"Except for some simulation development classes, I have played a lot of battle modes during this time, real-time, turn-based, war chess, shooting, cards, and strategy...... Later I found out that almost all combat modes are based on two abilities - neural reaction speed and strategy, which are just a matter of favoring one or the other. ”

Tan Yuan said: "So I thought, if exhilarating action fighting is one selling point of the game's combat, then why can't the purely intelligent strategy gameplay be another selling point? I often know that the protagonists in novels are generally divided into two kinds in terms of ability, that is, the brave warrior and the wise strategist. ”

"If there is a refreshing gameplay that allows players to become the former, there should also be a gameplay that allows players to experience the thrill of strategizing."

Lin Shu patiently listened to Tan Yuan's narration, and then said, "...... You've said so much, I think I already have my own ideas about the general rules, so let's just talk about design. How do you make players feel the thrill of strategizing? It's not easy to design a new way to play, and if you do it, players won't buy it. ”

Tan Yuan opened his mouth and talked about his design.

In fact, her design is essentially similar to Plants vs. Zombies, but more complex.

β€œβ€¦β€¦ A certain amount of Aura can be used to create traps. Mechanisms are divided into visible and triggered.,Visible type is a mechanism that can be seen and can be attacked.,And the trigger type is a mechanism that bursts damage and disappears immediately after triggering.,I haven't thought of other types for the time being.,But you can brainstorm and design slowly.。 As she said this, she took out the text and continued, "The player mainly relies on the mechanism to attack, but during the battle, the enemy can directly attack the player's protective shield, and once the protection value is consumed, it can attack the player itself, leading to death......"

Tan Yuan said the settings he thought of one by one. As a result, Lin Shu listened, but he was surprised, and then looked at Tan Yuan with an inquiring look.

As a result, this hope has led to additional discoveries.

After the meeting ended, Lin Shu suddenly asked Tan Yuan: "Tan Yuan, is your family called Tan Yiming's brother or cousin?" ”

Tan Yuan listened, but his heart was suddenly shocked, and he replied: "No, I have no brothers, and I don't have cousins. ”

Lin Shu didn't ask any further.

Tan Yuan's idea was finally taken into consideration. Lin Shu is also not sure if this game form appeared on different platforms more than ten years earlier, whether there will be any different developments or twists and turns. But now that Tan Yuan has already put it forward, Lin Shu feels that he can give it a try.

It's just that about Tan Yuan's idea, Lin Shu feels that it still needs to be improved.

After the meeting, it was Ju Mingfeng who asked him privately: "Why did you suddenly ask Tan Yuan like that?" Do you doubt that she has anything to do with Tan Yiming? ”

Tan Yiming was a well-known doctor and professor in light brain research in China, and he was also the first person to propose the integration of light brain and biological brain technology. However, this doctor's life is quite unfortunate, it is said that he suffered some accidents in his early years and caused his body to be crippled, and later he did not even survive the forty-year-old Guan Kan, and died at the age of thirty-nine.

It is said that he was robbed and murdered, and his death was extremely tragic, causing an uproar and panic at the time.

Lin Shu said: "It's not just suspicion. How so...... Hui Zhen said before that the concept of 'strategic career mode' was proposed by his teacher at the beginning, and Tan Yiming had the idea when he was working as a technician in a game company when he didn't return to school in the early days. Tan Yuan and Tan Yiming are both surnamed Tan...... I couldn't help but wonder if they had something to do with each other. ”

Ju Mingfeng rolled his eyes and said, "Why did Su Huizhen tell you everything?" ”

Lin Shu said helplessly: "I only talked about it occasionally, don't you eat flying vinegar, okay?" ”

Ju Mingfeng snorted arrogantly before saying, "But Tan Yuan said that there are no brothers, it should be just a coincidence." In any case, there was no need for her to lie about it. ”

Lin Shu said: "Yes. ”

But even so, I still feel that there is something I don't realize. It's just that he can't remember what the specific content is for a while, so he can only put it down for the time being and talk about it later.

Then it's time for the specific copywriting of the new game. The script story of the new engine has already been decided to be "Legend of Destiny", which goes without saying. But although it is based on a novel, the game and the novel are still very different after all, and they cannot be copied.

At this time, the planning department was also busy and engaged in the intense copywriting process.