Chapter 431: Designing a New Game
Celadon Mall is definitely a challenger that has never been seen before. Longyou International could only watch the e-commerce platform gradually prepare, nervous, and all the plants and trees were watching Wang Buful's every move, ready to see the move at any time.
"Wang is not ......," the chairman of Longyou International put a business magazine on the table. The cover of the magazine is a colorful photo of Wang Fu.
In the past, when he met opponents, he would put pictures of those opponents on the table to remind himself at all times. Now he took out the picture of Wang Buying, which shows that he has determined that Wang Buying has become a big problem for Longyou International.
……
Wang Buhou, who was regarded as a confidant by a large group with an annual turnover of more than 20 billion yuan, did not realize it. He was wearing a big tank top and sweating profusely in the kitchen with a pot.
While stir-frying, Wang Buyi was thinking about the main story of "Stunning Rivers". His focus has shifted to new games. The construction of Celadon Mall, he only needs to pay attention to it every day.
Unlike the game industry, which is still restricted, no one can hinder the explosive development of e-commerce, and Wang is full of confidence and does not need to spend more energy.
Wang's main business is still games. "Stunning Country" has already started the modeling of scenes and characters. And Wang has to make the final design for the game in these days. But the problem is that Wang Buyi now has as many as five plans for "Stunning Rivers".
Every plan is a "masterpiece like". This is different from impromptu games such as "Air Combat Vanguard". Wang Bucheng has been thinking about how to make "Stunning Country" since a long time ago. His thoughts. It is also easy to be influenced by various epoch-making masterpieces.
After playing "Deus Ex 3: Human Revolution", Wang Bucheng thought, why not make a stealth game? The game is more difficult and requires players to pay attention to various details in the game, which will be very immersive.
After playing "The Elder Scrolls 5" again, Wang lived up to his thoughts, let's make a game with a high degree of freedom. Treating the fantasy world as a second life and the protagonist as another self, players are presented not only with a game, but also with a journey they will never forget.
After playing "Bioshock 2". Wang Buyi wanted to make a game with a strong artistic atmosphere. Add a variety of metaphors to shake the player's mind.
There are also "Red Dead Redemption", "The Last Survivor", ...... These masterpieces have had an impact on Wang Buying. made him waver in the direction of "Stunning Rivers".
Here's the difficulty. How many different styles should you choose?
It's going to be decided in the next few days. Otherwise, no one knows what to make the game look like. How?
These days. Wang Buyi summed up all his previous thoughts. He had to figure it out for himself. What should the "Stunning Country" that you want to play?
At least one thing can be determined. The final "Stunning Country" should not be a shell of a future masterpiece that brainlessly puts on this story. It's easy to do that though. But this did not help the king to improve his ability.
In the past, Wang Buyi first came up with a template game, replaced the content with his own, and then added some novel play points to it. This is the case from "My Anti-Japanese" to "Pioneer of Air Combat". But this is knowing what it is, not knowing why, and it can't really make Wang live up to his progress.
Wang Bubu wants to change his approach this time. It is necessary to make the most appropriate game design according to the content. Those masterpieces in memory should be used as a reference for gameplay, not as a template.
At the same time, it is also an opportunity to summarize and organize. Through "Stunning Country", the content that Wang lived up to what he wanted to do the most, he was able to take out all the fun points in his head and make an evaluation. Pick out the elements that work best together.
Finished eating. The two little girls were preparing for the exam in Xia Ci's room, while Wang Buyi was looking at his laptop in his room. Repeatedly look at the things that I once thought of, were excited about, and wrote down excitedly.
Looking at it, he naturally remembered the memories of the past, and Wang couldn't help but laugh.
The type of game, which he identified as open world. But it can't be like "The Elder Scrolls 5", where there are a lot of scenes that are not related to the main story. The main story, plus the side plot, should fill 80% of the map. In order not to make the game too long-winded, most of these plots exist to enrich the worldview.
The core part of the game is the combat. This part of the king does not live up to a lot of consideration, and also evaluates the battles of other games.
Battles in RPGs are usually very simple. Because whether it's turn-based or instantaneous, you can only attack once at a time. Players will naturally choose the least effortless, or the most powerful attack skill. The process of fighting quickly loses its fun, turning into a walk-through in order to kill monsters and get rewarded.
Combat in an action game is not the same as in a role-playing game. To unleash gorgeous skills, players need to have excellent ability to rub moves. This may have a player base abroad, but for domestic players, action games are too difficult to play and the learning threshold is too high.
After pondering many games, Wang Bu plans to divide the battles of "Stunning Country" into two categories.
Normal attacks are one of them. The combat style is similar to that of a normal American RPG. Similar to the combat in Rise, slowly slashing with a knife and a shot.
Normal attacks can be upgraded, and the upgrade direction is like that of Dynasty Warriors. As you progress through the game, normal attacks become more and more gorgeous.
The other is for the player to unleash skills and do something similar to "customizable movie clips".
In "Stunning Country", a large number of gorgeous skills will be made. Celadon Technology has an excellent combat designer, Moti, and the energy is constantly flying out of all kinds of amazing action visual creativity, and it would be a pity not to make the best use of his talents.
How are these skills released? According to Wang Bubo's idea, it is neither the traditional left and right buttons binding a skill to each other, nor is it a key rubbing.
"Customizable Movie Clips" means that when the player wants to release a skill, press a button, and the game will pause time and pop up a custom skill release box.
During the pause, players can assemble the skills they want to unleash on their own. Once combined, resume the game and release it all at once. As if in a movie, the player watches as the character unleashes gorgeous combos over the next few seconds.
The ability of the protagonist to pause time replaces the concept of "mana" in typical role-playing games. As the core ability of the protagonist of the game, it is natural that it also needs to be gradually upgraded as the game progresses.
From being able to release only two or three skills at a time, to combining more than a dozen skills at a time later, you can also use this ability more and more frequently.
This ability of the protagonist of the game can not only be used to fight bosses or elite monsters. In addition to powerful single attacks, there are also range attacks, dash skills, and so on.
When designing a skillset, players can deeply customize the next series of attacks. Take the sprint skill as an example, the direction and distance of the sprint can be set by yourself.
When facing a group of mobs, players can combine a skill set that rushes left and rushes, first unleashing a range attack in one place, using the ultimate to kill a group of mobs in seconds, and then rushing to another place to kill another group of mobs in seconds.
This gameplay is not created out of thin air by Wang Buful. There are variants on a lot of games. For example, in the current domestic RPG games, in order to reduce the difficulty of the game, there is an "automatic battle" setting. Players can hold their hands and watch as the protagonist uses auto-attacks to take out monsters.
In real-time strategy games, there is also a gameplay of "hold out a large lump of soldiers, then frame up and point a place to attack, and then just watch the play".
Compared with the common combat methods of "click the mouse", "press a few number keys" or "rub the handle", Wang Buful's combat method that he is ready to use in "Stunning Country" does not lack operation, but it does not lack visual effects.
Normal attacks are normal gameplay. The gameplay of casting skills is just to separate the operation from the visuals, complete all the operations first, and look at all the visual effects at once.
After the battle, you can still get battle rewards, which does not change the essence of the game of "instant feedback".
Depending on the enemy you are facing, and the player's own preferences, different kinds of skills can be perfectly matched. While enriching the combat content, it also lowers the threshold for players to get started. Press a button to pause the game's custom skills, which anyone can operate.
On his laptop, Wang jots down the idea and prepares it for official game design.
The design written on paper is too big to melt into it. Wang has to generate a detailed picture in his head. The more detailed the better, and the more detailed it is, the more he can tell the employees about the details and then use the program to implement them.
He was based on The Elder Scrolls 5. The ordinary combat of "Stunning Rivers", at the beginning, is very common "left mouse button attack, right click to view the choice of weapon, you can make the secondary weapon attack, or block, bow and arrow aiming, etc." As you level up, it will change according to the player's choice, but it is still very brainless and boring.
The Elder Scrolls 5 has a chance to trigger a kill effect when killing an enemy. The camera is from a third-person perspective, and the player is not operable, watching the protagonist slash enemies. This kind of cinematic clip is somewhat similar to the combat gameplay when the skill is released.
Turn this non-operable kill effect into a customizable image. "Random Trigger" becomes "Player Controllable", and after the player configures and sets up various skills, he begins to play the screen of the skill set according to the player's choice.
With sound effects, action, camera shake, light and shadow, and gore effects, the visual stimulation of those seconds is amplified as much as possible.
The essence of a movie is often only a few dozen seconds. Although the current game cannot be compared with the movie in terms of picture quality, it is much freer than the movie in terms of expression.
Players only need to wait for a short period of time to let the protagonist act according to their own ideas, and see a visual feast. Of course, it will be very impressive. (To be continued......)