Chapter 293: CG Animation
The development progress of the game is very good, and at present, several studios within Nebula Games are basically very mature under several projects.
In terms of art, Yang Chen did not insist that it must be exactly the same as in his dream memory, and gave similar style requirements to allow artists to play freely, which is Yang Chen's consistent practice.
And the feedback has been very good.
The most important thing is the problem of the balance of values in the game, and there is no big problem here in Warcraft, the main thing is the numerical setting of the races and various heroes.
Including the skills of the troops in the game, as well as the role of buildings, and these Yang Chen, who has dream memories, are fully competent, if there is no reference, it must take a lot of experiments and later tests to get a close to balanced data.
But with the existence of dream memories, Yang Chen didn't have to be so troublesome, because the data itself was mature.
On the contrary, "Assassin's Creed" has encountered a lot of problems, the open-ended sandbox game design, in terms of missions, it is not like "The Elder Scrolls: Skyrim", but it also contains RPG elements in "Assassin's Creed".
And the element of this involves a very strict resource allocation problem, which is similar in The Elder Scrolls Online, but in The Elder Scrolls Online, Skyrim, this kind of resource is not very important.
For example, after a robber is killed, he may have a magic skill book, a diary, and a few gold coins on him.
And if you re-read the file and kill the robber again, he may only have gold coins on him, but no magic skill book.
These are just a decoration in the world of The Elder Scrolls Online, but in reality you may not use them at all.
Exploration and the unknown, that's how The Elder Scrolls: Skyrim feels for players.
In Assassin's Creed, when it comes to RPG resources, this is a more difficult thing to deal with.
Biased towards the resource allocation in Metal Gear Solid: The Phantom Pain, there needs to be a balance between resource output and consumption control.
The simplest example of this is if you do a task and you get 100 gold, and you need 1000 gold to research something.
How many bounty tasks like daily to be able to obtain so many resources, and then research and upgrade, these are all necessary numerical planning to make appropriate resource allocation.
If it's a mission structure, rather than a normal monster drop, it also needs to involve the level architecture design.
If a quest rewards something that is too scarce and cumbersome, it can make the player feel uncomfortable or even irritable.
If there are too many things to reward for a quest, and it is simple, it will completely destroy the resource demand, and lose the idea of continuing the game and exploring.
It can be said that players are always a very tangled group, and if there is no clear goal, then players will find the game boring; If you set rules for players and teach them how to play by hand, it will make them feel irritated.
"Wow, this plot ......" In the office, looking at the plot outline written by Yang Chen, Wang Yaliang next to him couldn't help but sigh with emotion.
Regarding the plot of "Warcraft", just like the previous "The Elder Scrolls: Skyrim", the story Yang Chen will only make a simple summary, and the real detailed completion still depends on the screenwriter team for their follow-up creation.
After all, this thing, even if there is a dream memory, if he is responsible for everything, then there is no need to worry about other things.
And what Wang Yaliang is holding in his hand is a plot description that Yang Chen has just completed.
In the city of Lordaeron, Arthas returned in triumph, and the people cheered for him, but he stabbed his hand in his father's chest.
"This is really a great filial son." Wang Yaliang couldn't help but sigh with emotion: "When the time comes, the players must be confused when they play, and they have witnessed a paladin with a bright heart degenerate into a death knight." ”
"It's okay, there are still people in the back who want to cheat on my father." Yang Chen said to Wang Yaliang with a smile.
Listening to Yang Chen's words, Wang Yaliang pretended to be very fierce and glanced at him, and then said with some distress: "But with two to three minutes of CG cutscenes, it is very difficult to show the plot very completely." ”
Although there is a lot of noise in the game circle, some people even think that "Metal Gear Solid: Phantom Pain" and the follow-up DLC "Snake Eater" have shown extremely clever directing skills.
Even the overseas "Metal Gear Solid" represented by UEgame doesn't know if it's a commercial blow to each other, or it's true, and there are even shots of well-known Hollywood directors propping up inside.
But I know how many brushes I have, and the shots of "Metal Gear Solid" are good enough, more because this is not simply shooting movie shots.
Many, many elements can be technically adjusted and modified, which is much simpler than just filmmaking.
The CG cutscenes shot in "Warcraft", although they can also be modified and adjusted through various subsequent technologies, the most important thing is the limitation of time.
How to express the story you want to tell in two or three minutes is the most difficult point.
To put it bluntly, it is the editing work after the filming of the movie, and the master tape of a complete movie may be several times the release time after shooting, and how to edit it to the market standard of a normal movie is also very difficult.
Maybe even a good movie turns into a spicy chicken with this kind of editing; It's also possible that it suddenly gets better with the clip, and these are all things that are possible.
and Yang Chen and Wang Yaliang, while discussing how to do the game; How should the plot of this part be presented in the subsequent CG cutscenes.
On the other hand, they got the abbreviated GDD of "Assassin's Creed" from Yang Chen in advance, and discussed the core style of "Assassin's Creed" with Yang Chen, and their team Lin Jiayi moved much faster than Yang Chen.
The concept CG of the latest "Assassin's Creed" has already been made by them.,Of course, this can't be the performance in the game.,Not to mention anything else in such a short time.,I'm afraid even the modeling hasn't been done well.。
This is a simple CG animation, just like when most manufacturers want to make a game, they will throw out a promotional CG to tell players how awesome our game is.
There are even some more cheeky manufacturers, and they will subtly make players mistakenly think that this CG is actually the picture of the actual game.
But in reality?
The game is still a small seed, just planted and fertilized.