Chapter 198. Cinematic storytelling

Turning on the computer, Qin Shanshan quickly found the relevant information source.

At this time, the fan group was in full swing to discuss.

[Saitu]: I originally thought that Hatsune Games would make a blood-based motherboard, but I didn't expect it to be a new IP, and looking at this promotional introduction, it was a bit ambitious to design the entire post-apocalyptic city.

[Qin Meow Meow's Tengu]: I don't think so, what Hatsune Games has done so far, a page game, an unfinished audio game, his experience in the console field is a blank, even if he can have a genius idea, making a console game is not something that can be done just thinking about it, I have reservations.

[Human Stroke Master]: Keep a fart.,Who wouldn't know how to draw cakes.,Hatsune Games made a console 3A from scratch.,Let's not talk about whether it can be done smoothly.,Even if it can be completed.,It's estimated that it's three or four years later.,Maybe I can play SN5 or White Box 2's escort masterpiece "The Last of Us".

[All in the dream]: Wake up, this game has been said to be SN4 exclusive, I think Suo Ren will definitely provide some technical support, two years is about the same, it still depends on the scale of the specific game.

[Dog Touches Fish]: I think the art style of this game is good, besides, who in the group was a fan of Hatsune from the beginning, and they don't all look down on the real fragrance in the end, I think you guys are picking and choosing here, and you don't have to buy and buy when it's on sale, so why bother.

Compared to the previous "Hatsune Miku: Idol Master", "The Last of Us" is obviously more engineering and more discussed.

Qin Shanshan subconsciously picked her feet, although the beautiful girl's feet looked a little indecent, but what about him, no one looked at him in his room.

[Qin]: This "The Last of Us", looking at the background introduction, is very large, and the art style is okay, but now there is not even a broadcast film, and the discussion is too early, so it is better to continue to play games happily.

[Qin Meow's Tengu]: Ah, it's Qin Meow, I'm dead.

[All in the dream]: Ah, it's Qin Meow, I'm dead.

[Dog touches fish]: Ah, it's Qin Meow, I'm dead.

[Saitu]: You are all dead, so Qin Meow Meow is now my wife.

【Qin】:guna!

Qin Shanshan replied by typing cleanly, opened the live video broadcast on the Internet, and then opened her own live broadcast room for broadcasting.

E3 official has a live broadcast source, but there is no commentary, the TV station needs to turn on the TV to watch, there are some anchors who choose to broadcast, and their audience also prefers this form, Qin Shanshan's live broadcast room in the morning during the hardcore software press conference, tens of thousands of people watched at the same time, and the barrage flew into the sky.

In the afternoon, it was Suoren Entertainment's press conference, and she naturally had to broadcast it.

While many viewers were excited about the explosion information brought by E3, Xu Rui was in a meeting with Hollow and several core game production staff in the conference room of the Hatsune Games office building.

"Boss, I don't quite understand what you mean, do you mean that we are going to do the type of CG and game scene that is performed seamlessly?"

The main programmer Wang Sen, who joined Hatsune Games in the early stages of the development of Bloodborne: Cursed, has worked on two console RPGs and has extensive experience.

"Yes, since the game is in third person, we can try to blend the script and the player to create a cinematic look, which is why I chose to use the third person approach."

Xu Rui replied that on the projection screen behind him were some of the game's initial concept designs, including the opening storyboard, and to be honest, it was the first time that Wang Sen had seen a designer use storyboard to present the game, which is more common in animation and movies.

However, thinking that his boss himself was born in animation, Wang Sen was relieved.

And at the beginning, Xu Rui told everyone that "The Last of Us" will be a game with a cinematic texture, and it is not surprising to adopt a film-like production method.

Wang Sen put his eyes on the copy in his hand, which included not only the content of the slides, but also the storyboard.

He flipped through it, and at the beginning of the game, there was a picture of a father and daughter sitting on a sofa.

These storyboard characters are more exquisite, but there are not too many requirements for action designation, obviously the initial design, you can see that the relationship between the father and daughter is very good, in just a few shots, from the father and daughter fighting, to coaxing the daughter to bed, his subsequent actions, creating a warm and harmonious atmosphere.

But Wang Sen knows that this is a post-apocalyptic game, and it can't be like a house.

Soon, with a commotion, the father finds that the whole city is in chaos, he doesn't even know the source of the chaos, and drives away from the house with his friends, and the storyboard depicts the chaotic city and burning houses from the perspective of a little girl.

In this episode, the storyboard indicates that this is a hint that the player is in control.

When Wang Sen first saw it, he thought it was very strange, because the plot of this little girl waking up from her sleep, walking at home, and then being taken to the car has no combat elements at all, and the little girl controlled by the player has nothing to do, just look around.

But later, after carefully appreciating the cinematic game concept mentioned by Xu Rui, Wang Sen suddenly felt that this seemingly useless design strengthened the player's sense of substitution.

Just imagine, a player who plays a game for the first time, controls a little girl who has no power to control the chicken, encounters an accident in confusion, and the atmosphere of the whole apocalypse is brought out at once, especially in the back seat of the car, when looking outside, if it is a fixed shot, then it is like watching a performance, but the player can control it by himself, and the attack on the car will also be reflected in the movement of the camera, which is very substitutional.

Wang Sen's previous RPG is a very traditional type, this kind of game has a characteristic, that is, the performance and the game are separated, in short, it is the animation that will be broadcast or scripted when the plot is performed, and the game is a complete game, except for some dialogue, there will be no additional performances.

The advantage of this is that the production team can control the progress of the game, and save a lot of resources, and even opportunistic, the most typical is the black box mode, the indoor scene of many RPG games is not indoor at all, but a black all around, only three sides of the open scene, in a fixed script performance, this kind of scene not only saves art resources, but also reduces the burden of the program.

But if the player is allowed to be in the middle of this, in the middle of the story, there will be a lot of ridiculous bugs.

There is also a disadvantage of the broadcast performance is that it is fixed, and the production team will not design two sets of performance animations for the different results of some battles, such as some must lose battles, but players may win by various means, or crush quite difficult battles due to difficulty and level, etc., so that after defeating the boss, the performance that jumps out turns out to be a difficult victory or defeat for the player, and the sense of separation between the performance and the game is difficult to erase.

Now, Xu Rui's idea is to blur the dividing line between performance and operation to the point that it is almost imperceptible, so that the player's sense of substitution will be extremely high, and the impact of any of his actions will be feedback, and the whole game experience will not have a sense of separation, just like a movie.

That's cinematic game storytelling!