Chapter 649: The main charm of "Battlefield".

After all, unlike the earth in the dream memory, although there have been similar wars, they are far less cruel than the wars that occurred in the dream memory.

If there is a real war, then a little change of face can be substituted into it, but the point is that there is none.

So you need to pay attention to the treatment of this, but fortunately, when the content of "Red Alert: World War" was originally produced, it was already prepared for this aspect of the content, and basically used an alternate national narrative.

But one of them still has to grasp a degree.,Although all the money for making games is from UEgame.,It's also UEgame that takes the most risk.。

But Yang Chen didn't want to see it, because of special reasons, "Battlefield" produced by Nebula Games was boycotted or banned.

The second is the content gameplay in the game, which does not need to be changed a lot.

In terms of attributes, the most attractive thing about the "Battlefield" series is the performance of the war, as well as the immersion of the epic scenes of the war.

As for the competitive element?

If there is a little competitive element in the multiplayer mode of Call of Duty, then the competitive element in "Battlefield" is completely out of sight.

Giving players the experience of showing a large-scale battlefield, coupled with a variety of vehicles with different functions, it is almost impossible to show the competitive element.

Moreover, it is even more difficult for this type of game to develop formal competition, because it is difficult to limit the viewing to a certain player.

It's more on a tactical level.

For most viewers, the viewing of tactics is obviously not as high as the appreciation of direct guns.

For example, a very subtle tactical offense or defense, it is difficult to understand the subtlety without a detailed explanation.

But with guns, it's much simpler.

Who won and who lost, at a glance.

For "Battlefield", if you have to say that the game has any competitive attributes, it is probably that the game will have a win-loss settlement and KDA will show it.

Secondly, different class settings, as well as various guns, including the assembly of accessories, are also required to be added to the game.

But don't be too detailed.

After all, this game is not really about making players understand how wars are fought.

The extremes of things must be reversed, just like the previous militarized realistic games of UEgame, which were too hardcore and persuaded players to quit.

…………

For a few days in a row, the preliminary design of the gameplay of "Battlefield" was carried out, and the follow-up plot elements could be added in the future, and the most important thing at present was to design a gameplay framework of the game and a background map.

However, in terms of background maps, there are still quite a lot of things to consider, as I said before, the map design of "Battlefield 1" in the dream memory, in fact, there are many maps that belong to the offensive and defensive sides, and the difference between the map dividends is too big.

Easy to defend and difficult to attack, easy to attack and difficult to defend, this situation exists.

If you put it in the case of a real war, this is naturally very real.

After all, different geographical locations and different buildings will cause problems in this regard.

It's quite true.

But it's a completely different feeling for players.

Playing the computer in the single-player plot, it doesn't really matter.

As an attacker, you are easy to defend and difficult to attack, which can be understood as a difficult level.

If you're on the defensive side, it's easy to defend and difficult to attack, so it's understandable that the levels are relatively simple.

But in multiplayer, even if Battlefield is not a game that emphasizes competitive elements, and it doesn't hurt to win or lose, there are still clear winners and losers, and there is indeed an imbalance in the map.

This kind of single-player campaign can make players sigh, this is war! Authentic!

But if it is put into the multiplayer mode where players fight each other, it will make players sigh, this is unbalanced! Spicy Chicken!

Slightly consider the basis of some balance, so that the map dividends of offense and defense are not too big, this is the final decision Yang Chen made.

Although Battlefield is meant to give players a feel for the experience of war, after all, this is not a real war, it is still a game.

The player's gaming experience is the most important element.

…………

After completing the gameplay design framework for "Battlefield", Yang Chen notified everyone within the company to establish a new project.

After the follow-up update plan for Monster Hunter was stabilized, everyone in the team still didn't have any key projects on hand.

For Yang Chen's meeting, everyone was looking forward to it.

After everyone arrived, Yang Chen sat on the main seat and linked the laptop to the projector.

"In the future, we will mainly cooperate with UEgame to develop a new game about the theme of 'war'."

War themes? Working with UEgame?

Hearing Yang Chen's words, everyone present was stunned.

"Mr. Yang, is it the sequel to Call of Duty: Modern Warfare?" Wang Ye asked Yang Chen with some curiosity.

The theme of war, for them is the most familiar is this game.

And the results of "Call of Duty: Modern Warfare" are also extremely brilliant, not only the multiplayer mode is enduring, but the plot mode is even more emotional, it can be said that the plot multiplayer has blossomed.

"Don't keep thinking about a sequel! There are always sequels, don't players have any opinions about us? Looking at other game manufacturers, what happens when sequels are often released? The original well-known series was completely destroyed and then refrigerated, and in the end, it could only be taken out after many years to fry cold rice and stir up feelings. Yang Chen said earnestly to Wang Ye.

Listening to Yang Chen's words, everyone present couldn't help but bow their heads silently.

Can it be the same?

Other manufacturers are sequels, and the players are about to vomit, they are players looking forward to it day and night, and none of them have a sequel.

In addition to the "Resident Evil" series, what "Warcraft" and "The Elder Scrolls: Skyrim" are a bunch of masterpiece IPs, except for some DLC content that has been launched in the future, there is basically no sequel!

Especially in "Metal Gear Solid: Phantom Pain" and later "Assassin's Creed" "The Witcher: Wild Hunt", players said that their Nebula Games sold the sequel as DLC.

Now if they can come up with a sequel, no matter what the IP is, it is guaranteed that players will be able to burst into tears of excitement.

Of course, everyone just complained in their hearts.

On the surface, Wang Ye still has a teachable look of 'what Mr. Yang has taught us is that we really have to reflect more'.

"Alright, let's take a look at the core framework of the game first."

Yang Chen smiled and opened the encrypted file in the computer.

The core gameplay of the whole game, as well as its characteristics, are displayed in front of Wang Ye and everyone.

It's not much different from the usual FPS, the main thing is the use of the vehicles in the game and the special points of the map itself.

In short, it's about making the game feel like a war.