Chapter 484: Setting of Side Quests

In the Nebula Game Office, looking at the discussions of online players in the community and forums, Yang Chen and Wang Yaliang were very happy.

"You're so bad! I don't put any pictures of the western cowboys, just pictures of these farms and estates. Wang Yaliang glanced at Yang Chen and said with a smile.

With a helpless expression, Yang Chen waved his hand: "These are all guessed by the players themselves, I haven't sent any specific news, and I can't be blamed for this, the players themselves want to be crooked." ”

To be reasonable, Yang Chen really didn't think about it that much, he just didn't think too quickly to reveal to players what kind of game the new work is.

Although he often draws pies for players, often the game has just created a folder and released the message.

But this time, I really wasn't prepared to release the specific news so quickly, at most to tell the players that they weren't fishing.

They really already have a project, and they're working on it.

As for the players who want to be crooked, then Yang Chen can only express helplessness.

The news about Nebula Games' new game has actually attracted as much attention as expected.

More of it is still in the player fan group of Nebula Games, and the rest are more discussing the latest masterpieces brought by game manufacturers such as NetDragon and Tenghua.

After all, Yang Chen's new game only announced the news that it was being produced, and then there was no new content.

In the project team of Nebulas Games, the whole team did not pay much attention to this aspect of things, and they were carrying out preliminary development work on the game.

"It should be noted that a large number of immediate quests and side quests are used to make players feel interesting or rewarding, rather than simply to 'enrich' and 'extend' the game time."

In the team project team, Yang Chen chatted with the task planning about this aspect.

No open-world game is immune to side quests.

But side quests are also the ones that have a lot of impact on the player experience.

Most players, whether they are mobile games, stand-alone games, or online game players, actually have one thing in common, that is, meaning.

For example, mobile game players, put aside those who are attracted by external factors such as IP feelings and voice actors.

In fact, a large part of it is to deal with your fragmented time, such as the ten or twenty minutes of taking the bus, or the ten or twenty minutes of stealing chickens and fishes at work.

But even though they're dealing with fragmented time, they still account for what they've gained and what they've gained for the time spent after playing in the game.

Happy? Helped you pass the time?

These things are too illusory, so in the game, whether it is materials, equipment, level, experience, or even a simple KDA increase, it is an answer given by the game.

Compared with these people, online game players value this aspect of the element more, and there may be fewer players in stand-alone games, but it does not mean that they do not value it.

For a single-player game, side quests are used to enrich the main story of the game.

These side stories may not have rich rewards, but they must allow players to experience the wonderful story in them.

A game called "The Witcher 3" and an MMORPG "World of Warcraft" online game in Dream Memory can be said to do quite well in these aspects.

In some games, the side story is simply used as a means to overdo and brutally enrich the open world.

For example, help the village chief kill 10 wolves and get their skins back; For example, Uncle Qin, the porter, likes Sister Bai in the next village, please help him send a letter to express his affection.

In the end, I was worried that the rewards of these side quests were too high, so that players became the existence of the Shilipo Sword God, and before they advanced to the later content, they were already invincible in the world just by doing the previous side quests, so the rewards were deducted ruthlessly.

It has nothing to do with the main story, and the story itself is not brilliant enough, and the most important thing is that the rewards given are low, and this kind of side quest interaction can be said to be the kind of cancer for players.

"As with The Elder Scrolls: Skyrim, aside from simple NPC interactive quests, most of the side plots will involve the main story, just like the confluence of a hundred rivers, the main line is a river and these branch lines are streams that diverge from the river."

Yang Chen replaced the manuscript paper with lines, and briefly talked about the mission design plan in Red Dead Redemption.

In addition, there will be a variety of subtle details in the game, all of which are piled up to make players better feel the realism of the game.

For example, if you drop a cigarette in a house, if there are enough flammable materials around, it is likely that a large fire will form and burn the whole house. Walking on snow or muddy roads will be the best clue for others to follow you.

Some of them can be achieved by relying on the physics of the game engine, while others require the development team to work on these details.

Listening to Yang Chen's simple description, everyone nodded and felt surprised in their hearts.

Although the details of a specific task were not given, the design of the entire task structure made them feel as if Yang Chen had understood what to do in the end.

You must know that the general game can be said to have undergone countless modifications and changes from the beginning of the project to the final launch, and even the main framework and gameplay may have changed.

In particular, the mission mode that is closely integrated with the gameplay is more just fuzzy, and when the general framework of the game is completed, it is slowly added.

But as Yang Chen gave a direct conceptual plan, it was as if he had seen how the actual effect of this game was.

This is something that has never been done in a company before.

However, after being surprised, it was not surprising that a few people thought about it, after all, Nebula Games was established by Yang Chen, and more importantly, Yang Chen was also the main planner of the game.

From funding to game research and development, all of them are in accordance with Yang Chen's intentions, compared to some other game companies, due to various reasons that lead to the project being constantly compromised and changed, it can be said that Nebula Games' products are all the way to the end without major problems.

This is probably one of the reasons why Nebula Games can continue to succeed, a few people present did not say anything, but they all emitted such an emotion in their hearts.