Chapter 655: Changes to the single-player plot of "Battlefield".

Regarding the production of the multiplayer story mode in "Battlefield", Yang Chen and his team decided to proceed from two aspects.

The first aspect is to show the environment of large battlefields, such as the Battle of Verdun, the Battle of the Somme, and the Battle of the Marne, as well as the Battle of Berlin and the Normandy Landings, which will be shown to the player in a large battlefield.

In this part, the player does not play a fixed role, but rather a fragmented one.

In the other part of the mode, it is biased towards the same as in Call of Duty: Modern Warfare, with a main character or squad to show the mission performed by a squad in a certain campaign.

Dividing the plot part of the game into two points to show to the player was the final decision Yang Chen made.

As for the content of the game.

Of course, it is impossible to directly show all the battles of World War I and World War II in the dream memory to players through a "Battlefield".

It's not realistic, unlike RTS-type games like Red Alert.

The shaping of map modeling in the game, as well as various engine destruction effects, lighting rendering, and so on, can be said to be a very large amount of tasks.

I really want to show all the battles in the dream memory to players in "Battlefield".

Yang Chen didn't know anything else, but the only thing Yang Chen knew was that UEgame would pee his pants after seeing the cost budget.

Although it is said that it has invested in blood, took most of the risks, and invited Nebulas Games to produce "Battlefield", it can't support such a big investment.

Not to mention that UEgame will be bankrupt, it will definitely hurt the muscles and bones.

And such a huge project, if it is sold at the price of ordinary 3A level, it must be difficult to recover the cost.

As for the price increase, it is definitely more ugly to die.

The Great Battlefield Campaign, select a few more representative battles for production, and this part is mainly to bring the atmosphere of war to players.

It's like the plot content of "Battlefield" in dream memory.

Subsequently, based on these major battlefield battles, one of the well-known battles was selected for production, which will enrich the narrative framework like "Call of Duty: Modern Warfare".

The content that follows is presented little by little in the sequel.

And the battle that Yang Chen chose in the current content of "Battlefield" is the Normandy landing battle called "Operation Overlord".

Different from the dream memory, which is completely adapted according to the real historical battle, and the game needs to be produced in strict accordance with the historical progress of the battle, for Yang Chen and the Nebula game team, it is much more free and relaxed in this regard.

It's perfectly possible to change some of the order of the campaign and choose the elements that best express the charm of the game and join them.

………………

In the "Battlefield" project room of Nebula Games, Yang Chen and Wang Ye, as well as the technical team of UEgame, watched the DEMO demonstration in the game.

It's not a multiplayer game, it's a single-player story.

For multiplayer testing, there will be another dedicated outsourced game team to balance the game and test bugs.

On the single-player side of the story, it is more about detecting the plot of the game, as well as the difficulty assigned to the levels and enemies in the game.

"It's just so cruel, it's really called 'five seconds of death.'"

Looking at the coastal plot at the beginning of the Normandy landing in the game, Wang Ye next to him couldn't help but be speechless.

There is nothing shocking and exciting, but it is also a matter of course, no matter how exciting and shocking the scene is, watch it dozens of times a day, hundreds of times, and watch it for dozens of days in a row, there will definitely be no emotional fluctuations.

"But it's true, and we're not trying to bring the same idea to the player that 'war is going to be so cool.'" Yang Chen glanced at Wang Ye and waved his hand and said.

Although in fact, Yang Chen also knew in his heart that for most players, what they wanted was not something esoteric, they actually just wanted to watch a big scene and a shocking war atmosphere.

But this does not mean that game manufacturers such as Yang Chen can unscrupulously cater to players, and they also need to take into account third-party factors.

Just like all game designers, it is clear that players like 'Nako', just like the plot of "Lady in the Forest" in "The Witcher: Wild Hunt", "those soldiers can't hold on to the girls' Naiko at all", aside from those game manufacturers who specialize in making 'Nako', how to drive properly in the game is also a very challenging job.

For example, in the dream memory, the hot coffee event called R Star actually does not have much impact on players, but it is more of a third-party influence.

With the current position of Nebula Games, Yang Chen had no doubt that if a similar hot coffee incident broke out in Nebula Games, NetDragon and the other three would definitely throw stones into the well, for fear that they would not be drowned.

At the same time, in terms of the plot of the game, Yang Chen did not directly apply the plot of the original "Battlefield" series, but added the content of another movie and a TV series to the game.

"Band of Brothers" and "Saving Private Ryan"

For example, in the prologue of the Normandy landings in the game, the footage is a reference to the footage from "Saving Private Ryan".

And in the dream memory, there is actually another game, which also borrows and uses the graphics and part of the plot of "Band of Brothers" and "Saving Private Ryan", that is, "Call of Duty 14: World War II".

Of course, in the actual game, Yang Chen reduced some content outside of the war scene, which was also something that had to be done.

If it is a movie, the content of that part can be said to be indispensable for the audience.

Because this is a foreshadowing of the audience's emotions and the subsequent story content.

But if it's put in the game, the experience for players is completely different, especially a war-themed FPS game.

For most players, understanding the plot is something they are willing to do, but if the plot requires them to spend more than ten minutes or twenty minutes watching a CG animation, it is obviously unbearable for most players.

Therefore, more and more games are slowly abandoning the content of the game in the form of broadcasting, and instead choose the real-time design.

That is, when the players are in a hurry, or when they are fighting, the plot is told to the player through the dialogue of the NPC, and only the very important plot will be shown to the player in the form of a broadcast, but it usually does not exceed 3 minutes, especially in games with high FPS and ACT elements, it is very taboo to show the plot of this rhythm-breaking film.

After all, for most players, it's much more fun to play on your own than to watch.