Chapter 775: Derivation of Battle Royale
In fact, the battle royale genre is not just games like PUBG and later APEX Legends and Fortnite.
It's just that they mainly highlight this element, such as the individual competitive mode in traditional FPS, which can actually be counted as a type of battle royale.
Even if you don't stick to video games, you can put it in the traditional sports single-player competition.
If I have to say, Battle Royale is just a more specific derivative of this kind of gameplay, and the Battle Royale type of game only highlights this theme more prominently, and makes it the main feature.
And it's not just a battle royale.
Battle royale games such as PUBG and Fortnite and Escape from Tarkov are survival-based games, and on the surface, these are different kinds of games, but in reality their cores are not very different.
Survival, RPG-style development, and exploration are the three main key points, and the branches that extend from these three main key points are different embodiments.
Taking the cultivation element as an example, "Escape from Tarkov" is relatively obvious, for example, the player in the game can choose to kill the opponent to get the opponent's equipment and escape and bring it out, which is an obvious cultivation element.
RPG-style cultivation and use it as bait to catalyze players to achieve the purpose of PVP.
The decision to win in Escape from Tarkov isn't about how many people you kill, or telling you that you're the only one to survive in the end, as in games like PUBG, but in another way implying that the player is going to achieve the goal of PVP.
It's about taking out other people, snatching their equipment and taking it away so you can become rich and powerful.
"PlayerUnknown's Battlegrounds" and "Fortnite", on the other hand, dilute the elements of cultivation, and put PVP on the surface to hint at players.
In the end, there is only one winner, and if you want to win, you have to kill someone else.
Both games have elements of each other, but with different emphases and genres.
That's the obvious difference.
As for Yang Chen, relying on the ontology game of "Real War", it is quite simple and convenient to develop "PlayerUnknown's Battlegrounds".
Relying on the architecture of its own game, even as long as the relevant permissions and resources are opened, there is no need for the internal development team of Nebulas Games, Yang Chen believes that as long as this idea is released, even the folk mod gods will be able to develop it alone, of course, compared with the development team of Nebulas Games itself, time and quality will definitely be a big problem.
Officially, thanks to these reasons, Yang Chen chose "PlayerUnknown's Battlegrounds", because it is quite compatible with "Real Battle Array", which is a realistic game.
If it is a cartoon style or a sci-fi style, then Yang Chen will be more inclined to choose "Fortnite" and "APEX Legends".
As for the game content of "Real War" itself, it can be said that it is quite mature after the polishing of UEgame, and there is not much difference from the "Armed Raid" in the dream memory, enough realism, at this point, "Real War" succeeded, but it can be said that it is a success or a failure.
Because it's too complicated, players need to use almost all the keys on the keyboard in "Real War", except for ESC and WIN These regular games will not use the keys, 26 letters, keypad, number keys plus alt and ctrl with the combination of letter keys, just the keys in the game can make players think of the memory of reciting the teacher's table in junior high school.
Of course, although hardcore, there are still many niche players who regard it as a masterpiece.
Regarding the content of the original game, Yang Chen didn't plan to make any changes, but still retained it as one of the modes, after all, there are still a small number of players who like this kind of hardcore to realistic game.
…………
The GDD design for PUBG is much easier to write than games like God of War and Bloodborne.
Because the entire framework is built on UEgame's "Real War", what really makes Yang Chen need to design is basically the gameplay and related values.
Things like map size, gun accessories, and a few other things.
Of course, it is not possible to use all the content in "Real War", and some of these features need to be deleted to be realized.
In the conference room of Nebula Games, everyone looked at Yang Chen, who was sitting in the first place, with a curious expression.
Everyone knows what their new project is next, and it's likely to be based on UEgame's Real War.
It's just that what makes everyone feel curious is how Mr. Yang will take them to improve the content of "Real War".
Regarding the big failure of UEgame, not only them, but also the industry has studied it specifically.
Just like the sandbox game of Nebula Games and the open world game of Open-World Games, the big failure of UEgame is also studied in textbooks.
In the end, I came to the conclusion that it was not that the quality of the game was not good enough, but that it was too complicated in operation, and it was also an FPS game, and there were not many alternatives on the market.
When "Real War" was launched, the slogan was to focus on real war.
Actually?
It's really a real batch, but the real one is too complicated, it's fun, it's fun, but it's too tiring to play.
Surveying the terrain, observing the weather, repairing guns, and all kinds of complicated operations will discourage players.
Hardcore players liked it, but ordinary players were dissuaded.
But if you want to delete and simplify these contents, you will lose the core of the game itself.
I don't know what everyone is messing up with, after everyone arrived, Yang Chen took a sip of tea, connected the projector to the notebook with a smile and opened the relevant document.
PUBG
Looking at the four big characters on the project book that came into view, the rest of the people didn't react, but Wang Ye and the others thought of something, and the hand on the keyboard shook involuntarily.
In their minds, a bald head, a water tank, and a sledgehammer suddenly popped up.
Although it was just a small game, in their heads, the impression was simply too deep.
But then Wang Ye and the others were attracted by the GDD document on the screen.
In the Gu raising game, the number of X players is put into a sand table, and the range of the player's action is compressed by the electric circle poison circle, and in the end, only one person or a team can survive to the end.
This is the main gameplay mode, and it is not too complicated, and everyone present already has a concept in their minds in an instant.