Chapter 231: Plot Killing
The game continues, with the big boss escorting Paz and Kiko onto the plane, the score settlement and a cutscene.
In Metal Gear Solid: Atomic Explosion Point and Metal Gear Solid: Phantom Pain under development, Yang Chen did not use all the factors of long shots and cutscenes.
Showing the plot through the game is more about the interaction between the player and the story, rather than sitting there and watching the broadcast, which Yang Chen understands very well.
There aren't many problems with long shots and cutscenes to tell the story, but the key is to keep players from getting bored with the long cutscenes.
A good enough story and cutscenes are a big factor, but it's not enough.
For this aspect, Yang Chen made a decision, that is, to add real-time calculation effects such as QTE and on-the-spot substitution, the cause foreshadowing and the final result, combined with the level design of the plot to let the player decide how the process should be.
Of course, there is a more accurate description of this design arrangement, that is, the so-called plot killing.
In the early games, it was a rough kind of plot killing, such as arranging a must-lose battle, so that the player controls the character is weak, and the enemy is strong, and it is impossible to defeat statistically.
Later, the game makers evolved, and through the plot and level design, players knew that it was not that they were not strong enough but that the enemy was too cunning, and the design of the game was no longer as simple as it was at the beginning, which was to make the enemy brainless and invincible.
In the game, there are almost ten minutes of cutscenes like the beginning, and Yang Chen clearly understands that this is not suitable for adding too many long shots.
From the narrative of the plot, if the player is really immersed in it, then this sense of wholeness and the sense of substitution of long shots in one shot to the end will be enjoyable.
But for some fast-paced players, it is obvious that watching the last one or two at the beginning will make them feel like a slot, a tweed slot, and a feeling like Tianxiu.
But if you don't pass a level, what you're waiting for is such a long shot, and even after a few minutes of speed-running in some levels, the plot is longer than the time to play, which is definitely a pretty frustrating thing.
After all, this is still a game, even if it combines elements of a movie with a game, but first of all, this is a game, not a movie.
In the cutscenes in the game, Yang Chen tried to compress some time as much as possible, and everything also used the way that players can do it in the game experience to blur the time for too long, although it will cause some tearing in the experience, but this is the best solution that Yang Chen can think of at present.
Yuan Ying, who was sitting in front of the computer, watched the game screen fall into darkness, and rescued Paz and Kiko by infiltrating the enemy's camp, although he read the file many times halfway, and he also changed from a confident reckless man to a cautious agent, but it only took more than half an hour.
He also has almost some of his own understanding of this game, but he always feels that there is still a little less flavor, such as some of the content revealed by Yang Chen at the press conference and in the daily official blog, which is not reflected much in the trial version of this prologue.
Although it is interesting to control the soldiers, and then hit them with a set of CQC combos, or to force interrogation and interrogation, to look at them in fear.
But it's really uncomfortable to go into the enemy camp single-handedly and then be beaten by a large group of enemies, and they are all beaten into a sieve hornet's nest, okay?
With this in mind, Yuan Ying turned his attention to the ongoing cutscene, and to be honest, he was quite curious about the plot of the game.
Although the general idea is already introduced through the subtitles and narration at the beginning of the game, he still wants to know more about it.
Paz, whose stomach was stitched with needles and threads, was lying sleepy on the stretcher, and Kiko next to him suddenly seemed to notice something on Paz's stomach and began to get nervous: "snake! Snake! ”
The big boss, who was sitting in his chair in silence, turned his head as if he realized it.
"Medic!"
The medic, whose face could not be seen, came up to Paz and groped with his hands on his stomach.
"Damn, she's done it, we're being calculated!"
"We have to take it out, we don't have time to anesthetize, we have to do it immediately!" The medic said as he put on white disinfectant gloves.
"Hold her" was silent for a second, and the big boss said to Kiko.
While the medic removed the scalpel with a pair of tweezers, the close-up of the camera shifted to the belly of the Paz stitches.
Yuan Ying, who was in front of the computer screen, saw this scene, and suddenly his body trembled, and a row of small bumps appeared on his arms unconsciously, and he subconsciously touched his stomach, as if he had foreseen something.
The scalpel re-cuts the stitches, the medic splits the belly with tweezers, revealing the blood-stained intestines, and as Paz struggles and screams, BIG BOSS dips his hands into her stomach and pulls out a square bomb.
Yuan Ying, who was watching the whole picture, couldn't help but swallow her saliva, it hurt so much!
The plot continues, dropping the bomb into the sea, and the helicopter carrying the BIG BOSS they return to the base, but what they see is war and strife.
Explosions, fires, gunfire, the base has fallen.
"Look, Commander Miller!"
The camera cuts, the base where the explosion is dumped, and the countless soldiers who are resisting.
The camera slowly switches, and finally Yuan Ying finds that he can control the BIG BOSS to shoot.
This is a plot that players can participate in, and of course the ending cannot be changed, which is the so-called plot kill.
Compared with the original version, which was very shocking and a one-shot long shot, Yang Chen chose to take the plot of the battle conflict as part of the gameplay.
The main reason is that the original Dream Memory uses long shots to better allow players to see how the entire base was destroyed and fell.
And the main reason for this is that the game itself has the foundation of the previous game, and all the bases are built by the player in the previous game little by little to collect materials.
This sense of identity adds to the player's immersion, and the long shots of the cutscenes are undoubtedly the ultimate in that immersion.
But for players who haven't played the previous game, it's not so shocking, and they can't feel the experience.
Therefore, after thinking about it, Yang Chen decided to make this part of the plot a part that players can experience, and at the same time add new characters and plots.
The soldiers who escorted Miller to the death of the big boss, as well as the tragic encounter of the base, made the player angry at the skull face XOF, and increased the sense of immersion.