Chapter 657: Fighting against real people and attacking with heavy punches
Yang Chen, who is located in Nebula Games, doesn't know that UEgame, which is an ally, is already dressed in clothes, and Apex's side already feels that he has seen through everything, and Yang Chen is still working with the team on the production of game content.
The plot aspect of the stand-alone machine is mainly in two directions, and there is not much problem in this regard.
The first direction is to bring players the most direct visual impact and visual shock through different battlefields through large aspects.
On the other hand, it is presented to players with a complete and detailed story, just like the 141 Special Operations Squad in Call of Duty: Modern Warfare.
Among them, the battlefield element brings players an introduction to the background, and the follow-up complete story is a story that allows players to understand the story created and happened by this war from a dedicated soldier and a team.
In terms of plot, Yang Chen also refers more to some TV series and movies in dream memories, such as "Band of Brothers" and "Saving Private Ryan", but some modifications have been made to the details to make it more in line with the carrier of the game, allowing players to watch the plot in a playful way, rather than broadcasting.
Also in the plot mode of "Battlefield", Yang Chen did not do anything open-ended, but a very traditional and strict linear mode.
The main thing is that it is open-ended, which is not suitable for this kind of game carrier like Battlefield.
It's no surprise that linear is easier for players to get into the story than open-ended.
On the other hand, the linear and game background themes can also be very self-justifying.
Because the player is on the battlefield, this is a brutal war, unlike in the multiplayer mode, the player who is the attacker should have used his life to charge forward and occupy the point, but there were more than 30 people in a total of one camp, and then there were more than 20 people in the hometown base all squatting in the trench to pull a big bolt and snipe.
This should be put on the battlefield, these people are disturbing the morale of the army, and all the platoons stand and eat peanuts.
This mode is linear, but it will allow the player to be more immersed in the background of the game, so that they understand that they are now a soldier and they are going to do what a soldier should do.
In addition to the single-player plot, compared to the dream memory of "Battlefield", Yang Chenha is ready to add a new mode to the game.
Or a mode specially prepared for rookies, with NPC teammates in the big battlefield mode, players killing NPCs will be recorded in the current game data, but will not be included in the game career data.
In the same game, both players and NPC troops attack the target stronghold together, just like the creeps in a MOBA game.
The rest of the gameplay is the same as the normal conquest mode, and the only extra content is the NPCs in the game.
On the one hand, it creates an atmosphere of the battlefield, and the second aspect is to create some targets for novice rookie players to hit and enrich their game experience.
Although the addition of robots may cause the game to become a little chaotic, in Yang Chen's opinion, this does not have much impact on "Battlefield".
First of all, it is not a complete replacement for the previous mode, and players can choose a server with bots or a server without bots.
And "Battlefield" itself is different from ordinary FPS games, its own competitive elements are much lower, although it is not as difficult to play as other FPS games.
But for most players, it's the thrill of the battlefield experience that comes more than anything else.
The second is to be able to give novice players a more comfortable experience.
In an ordinary FPS game, basically benign feedback comes from two points.
The first point is the easiest one: the game wins.
This is a benign feedback that belongs to the results.
And the second point is that during the game, you use a gun to kill people and enjoy the joy of killing.
This kind of benign feedback is part of the process.
In the dream memory, it seems that "Battlefield" is a game that is biased towards entertainment gameplay, but in fact, the experience is not good for novices, and it can even be said to be extremely bad.
In most of the games, the situation that the newcomer will face, most of them are 'who am I' and 'Where am I?' ''Who's hitting me?'' ''How did I die?'' ''How did you lose the game?'' 'This is a combination of punches.
Even 1 kill 20 deaths, 0 kills 20 deaths, this kind of happens often.
Later, some players even ridiculed that Battlefield was actually a game of french fries.
The big guy scoops up fries, and the sprout is the shivering fries.
The main reason for this is that although Battlefield is a game with a high entertainment attribute of the war theme, it is still difficult for novices to get started.
The use of all kinds of guns, even the map, needs to be understood by the player, at least not in a situation where they don't know where to run.
But when he didn't know it, it was clear that the charge was only one situation, and he was killed by others who knew the map from all unexpected directions.
So one of the things that new players love to do the most is to start with a gun, a pit, and squat until the end of the game.
Or hide in one place and pull the bolt frantically, and rush forward to count me as losing.
Because unlike this, most rookie players can't kill people at all.
In FPS games, the happy feedback brought by killing enemies is actually very important.
On the one hand, the matching mechanism of the game is reasonable enough to ensure that both the enemy and the enemy at the high-end level are awesome existences, and the low-end level is a rookie pecking at each other.
Your prostate friction is advancing, then we will also squat in the corner and wait for you to crawl over and then fight.
On the other hand, it is to allow players who can't kill real people to be able to slaughter computer people to decompress.
Some players don't like computer people and find it more exciting to fight real people, but there are also players who can't beat real people and like to bully computer people.
No matter what kind of player is a hobby, Yang Chen feels that he should take care of it.
If you like to play with real people, then don't match the mode with a computer; If you want to bully computer people to find self-confidence, then you can play this mode specifically.
And according to the survey of big data, most of the players who like to play with the human-computer computer in most competitive games are actually not a minority.
According to the internal data of Nebula Games, in games such as "League of Legends" and "Overwatch", there are a lot of players who are keen to bully computers, and most of these people are not rookies who have just played games, and there are still a lot of human-machine players.
When fighting against real people, he is only willing to fight, and when he fights against man-machine, he is actually quite happy for many multi-player players.
For players with a strong competitive spirit, they can choose a more direct human-to-human battle mode, and the detailed points panel in the game will also allow them to continue to practice their skills after losing, hoping to take KDA to the next level.
For players who are purely pursuing happiness, in the man-machine mode, not only do they have the atmosphere of experiencing the gameplay of war, they can also experience the joy of killing, and the other party also has real players, if they kill a real person in it, then the original happiness will become double happiness.