Chapter 678: GTA
In the Nebula game, Yang Chen didn't know that they had been inexplicably regarded as the object of challenge.
For Yang Chen, this period is still relatively busy.
As for the GTA project, there is still more preparation work at the moment.
For this game, it can be said that the most difficult thing is not the other elements, but the shaping of the game world.
Just like Red Dead Redemption, how to present a modern city alive is arguably the most difficult problem in this game.
It's also an open-ended world, but neither Red Dead Redemption nor The Legend of Zelda: Breath of the Wild, The Witcher: Wild Hunt and The Elder Scrolls: Skyrim are as good as GTA in terms of player content.
It's not that it's worse than "GTA", but the display of resource content is not as rich as "GTA".
A large number of city buildings, as well as NPCs, vehicles, weather, time and other environments, as well as a variety of different pedestrian details, can be said to be very complex.
In the dream memory of "GTA", his full name is Grand Theft Auto, which is directly translated as 'major car theft', and later in order to sound better, and also to make the content of the game less straightforward in the name of the game, it has a series of titles.
Of course, he also has a more popular title "Grand Theft Auto".
In the beginning, the series was just a crime game based solely on car theft, but although it caused some sensation in the early days, it was its third installment and the subsequent DLC content - Vice City, which really made it famous, and in the follow-up SA, that is, San Andreas, the game "GTA" reached its peak.
And starting with the third installment, Vice City, GTA formalized its main framework, which was to create a huge world and then put players in it.
But that's not a milestone for the game, GTA didn't reach a maturity until the fourth generation, if the previous GTA third and subsequent DLC expansions were milestones.
From the fourth generation, it was a further turning point, from the very beginning, "GTA" was to let players simply in the game, wanton and reckless, although there is also a plot, but it is very weak and difficult to resonate with players.
Vice City, for example, is a milestone point that most players who come into contact with this part sometimes don't even know that the game has a story.
Some improvements were made in the later San Andreas, but the rhythm design of the whole plot is still in a very weak state.
But until the beginning of the fourth part, the script design of the plot has also become more and more deep, reasonable, and tells the helplessness of society.
If in the previous "GTA", you were still a normal person when you played, and you didn't steal cars or commit murder crimes in the game, it would simply feel incredible.
From the fourth generation onwards, the game wanted to create a realistic atmosphere that made players feel that it was wrong to do these things casually.
And following the direction of the plot, the advancement makes the players have to rob and kill, and the feeling brought by this contrast can make the players clearly feel the helplessness of the protagonist in the game and the darkness of society.
To put it simply, it is to make players go from active and refreshing crimes, to forced and helpless crimes, although all crimes are crimes, but in the concept, plot depth and portrayal of the game world, this is undoubtedly a big change.
But he also has his own disadvantages, that is, too deep, too dark, too real.
In the face of various open-world games, players always say that they want to play a real world, but if it is too real, then players will have a kind of resistance, and even players may not be aware of it.
So in the subsequent fifth generation, some realism was reduced, some absurdity was added, and the game's graphics style was not purely realistic, but had some cartoonish colors in it.
Allowing players to do things they can't do in real life in GTA, such as stealing cars, killing people, and robbing these are indeed a gameplay point of the game itself, and many players do take this element as fun.
But where "GTA" can succeed, Yang Chen clearly understands that it is not in this.
Pure evil can give a game a momentary attention, but it's never going to make it a game as great as GTA.
For example, Grand Theft Auto Hunt, developed by the same company behind GTA, is a game that allows players to vent their dark side to their hearts, and killing is the main feature, and it also has extremely high sales at the beginning of its release, but it will never become a game of the level of "GTA".
By creating a world that feels real to the player, and then telling a story, the player experiences as the protagonist of the game, and then has to commit crimes step by step for some reason.
It can be said that "GTA" has never been a game that advocates crime, especially in "GTA", it seems that this is a game that can do all kinds of evil, but under this appearance, it is telling players many social norms and bottom lines, what can be done is what can be done, what can't be done is not what can be done, and once you cross the thunder pool half a step, it will be exchanged at the same price.
For example, if you kill too much in the game, there will always be a strip to hunt you down, from the beginning of the one-star wanted just to let you be caught, and then the three-star aircraft are crazy to chase you by sea, land and air, the four-star wanted is blocked throughout the city, and the five-star wanted will even have a tank army.
Of course, this is an adult-oriented game after all, and the game is also full of evil beings.
For the development of this game, Yang Chen did not plan to develop it into a world that was real enough.
Because it's not suitable, and not just because of the subject matter.
The NPCs in the game will be very smart, such as some ordinary dialogue reactions, take shelter when it rains, and when they encounter danger, some people will immediately dodge and call the police, and some people will stand up.
Create a world that can run freely, and then work on the story.
In fact, in Yang Chen's view, in fact, open-world games like "GTA" and "The Legend of Zelda: Breath of the Wild" can be said to be two extremes.
The Legend of Zelda: Breath of the Wild focuses on openness, while GTA focuses more on the world.
It can even be said that GTA is not an open-ended game, but because he has made the world in the game so good, that players feel a kind of openness.
From the dream memory of the "GTA" game manufacturer's promotion of this game, you can get a glimpse of one or two, they have never taken the initiative to say that "GTA" is an open world, and their words to the public will always be: "GTA" is a lifelike world.
But it's also officially because of this that players are so fascinated by this game, because the world is so real, so real that it makes players feel so free, so open.