Chapter 402: Comprehensive Optimization Scheme

Next, Hu Bin asked a few more questions.

But Zhong Ming replied with "this is part of the plot".

Hu Bin was speechless, this is really an all-purpose answer!

Why are there giants who can only cut the back of their necks to kill them when they have nothing to do elsewhere, why are human beings so crooked that they can use gas but do not invent weapons of mass destruction, why are there three inexplicable high walls blocking the giants outside the walls......

This worldview is full of irrationalities and doubts from beginning to end, but no matter what question Hu Bin asks, Zhong Ming just smiled and replied: This is part of the plot.

God's special part of the plot!

If it was someone else, Hu Bin would definitely feel that he was being tricked, but the other party was Zhong Ming, so Hu Bin believed it.

Anyway, when I was developing, I always got the entire script of this game, and I will naturally know what these plots are when the time comes.

For Hu Bin, although he only saw a few concept images, there were two aspects of the game that left a deep impression on him.

One is the combat system, and the other is the world view.

Shimmer Studio and Zhong Ming's development of the combat system has always been a topic of conversation among players.

Before Zhong Ming joined the game industry, there were actually some conventions in the game industry. For example, attack, defense, roll dodge, use skills, etc., many designers have gradually formed a set of specifications in the process of exploring the combat system.

This set of specifications is so perfect that most games can get a passing score if they strictly follow this set of specifications when making a combat system.

In this case, it is very difficult to make further innovations in the combat system.

However, Zhong Ming has made three revolutionary innovations on this basis.

"Zodiac Guardian" established the battle mode between people and giant monsters, and this way of climbing + fighting made "Zodiac Guardian" a paradigm similar to the battle mode, which has been borrowed by countless triple-A masterpieces.

"Ink and Smoke 2" has established the combat mechanism of interacting with the environment in a triple-A game, whether it is painting or calligraphy skills, which greatly expands the boundaries of combat.

As for "Wolf", it is through the design of perfect parry, which makes the fight in the game for the first time feel like a swordsman or samurai duel in reality.

These three games have an indelible influence on the combat system of the current triple-A masterpieces, so much so that many players will feel that the combat system similar to action games has been almost excavated?

And now the answer sheet given by Zhong Ming is in Hu Bin's hands.

This answer sheet is "Attack on Titan".

Of course, Attack on Titan may not be as groundbreaking as the first three games in terms of combat system, but it's just as unique.

In Attack on Titan, the player moves through a three-dimensional device and then uses the blade in his hand to slash the back of the giant's neck. It's also a battle between humans and super-sized monsters, but it's clearly different from "Zodiac Guardian".

In Zodiac Guardians, players reach the weak points of large monsters by climbing, and although there may be a risk of being thrown off by monsters during the climbing, overall, the player's spirit does not need to be so tense.

But "Attack on Titan" is different, after the player hooks the key parts of the giant through the three-dimensional maneuvering device, he only uses iron wires to rotate around the monster, and must accelerate at the right time to get close to the killing blow to work.

In the process, the player is in danger at all times.

The timing of the acceleration was wrong, it didn't hit the back of the neck, and it failed;

Delayed too long in the process of flying, was caught by the giant's throwing skills, and failed;

Fell to the ground and fell in the air by mistake and failed.

Although it is still a battle against super-large monsters, for players, the operation is more refreshing, intuitive, more confrontational, and the error tolerance rate is lower.

This kind of combat system is very suitable for the suffering mode of "Wolves".

The combat system of "Wolf" is not complicated, it is nothing more than seeing the moves, parrying, seeing through or jumping according to the way the enemy attacks, under the enemy's super high attack desire, the player's game experience is both tense and exciting, the rookie will be beaten out of breath, and the veteran is sparking all the way to the enemy.

The same is true of Attack on Titan, its combat mode is very simple, hook the giant with a three-dimensional maneuver, use the iron wire to circle the giant and aim at the back of the neck, and use the three-dimensional maneuver to accelerate close to the back of the attack and kill it.

In this basic battle mode, players have a number of other options, such as attacking the giant's other joints to make the giant kneel on the ground or lose its ability to attack, or changing the parts of the three-dimensional maneuver hook to dodge attacks when the giant catches it.

It is conceivable that rookies playing this combat system are likely to hook up and then be slapped on the ground by a giant and killed, while the master playing this combat system is like chopping melons and vegetables, hooking and killing one by one, flying in the sky throughout the whole process, and the movements are as smooth as flowing water.

In other words, "Attack on Titan" uses this special combat system to achieve a similar effect to "Wolf", and at the same time, it proposes a different solution from "Zodiac Guardian" for "how to fight giant enemies".

And then there's the world of the game.

Obviously, Attack on Titan has thrown a world view that is difficult for all players to understand, or full of "loopholes" and "irrationalities" from the very beginning. This is obviously a fantasy world, and the giants are more like some kind of fantasy horror creatures, but the people in this world seem to have no extraordinary powers, and can only rely on extremely limited technological levels.

Under this worldview, the horrors of the giants are magnified indefinitely, creating a sense of despair that is completely powerless to resist.

And for players, the most interesting question is: how exactly will the game explain this worldview? How to be logically self-consistent?

This is also a hot topic that "Attack on Titan" will inevitably cause.

"Some detailed drafts, combat system documents, and plot content, I will give you one after another." After showing Hu Bin the contents of the bracelet, Zhong Ming turned off the bracelet and stood up to leave.

"I have a request, can you show me the script first?"

The previous bunch of questions still existed in Hu Bin's mind, and he hoped that they could be answered now.

Zhong Ming smiled: "Don't worry, you'll see it soon." The plot of this game is very crucial, think carefully about the level design and storyboards, this time there is more time to be crafted. ”

……

In Zhong Ming's previous life, the "Attack on Titan" comic book swept the world, and there were also two games with a good reputation.

But the popularity of these two games is not too high, and the reviews of players are relatively average. Most of the positive comments were: a good reproduction of the original.

But obviously, if you want to be a good game, it's not enough to simply reproduce the original work.

In Zhong Ming's view, there is only one reason why the "Attack on Titan" game in the previous life was not popular enough, that is, rough.

Not well-made enough!

On the one hand, this is because of the lack of strength of the producer, and on the other hand, because there is a dimensional wall between the two artistic mediums of anime and games, it is natural to encounter some setbacks when breaking through.

In terms of combat system, Attack on Titan, although it has a unique combat system, is far from being comparable to games like Wolf.

In terms of plot, the plot of the original "Attack on Titan" is regarded as a masterpiece, but the story of the game version is far from that of games like "The Last of Us".

In other aspects, such as level design, art style, character modeling, action, derivative system, etc., "Attack on Titan" is not as average as a triple-A blockbuster.

Therefore, Zhong Ming's previous life "Attack on Titan" is just a work aimed at comic fans, for players who have not read the original anime, this game is not very attractive, from the picture to the battle to the plot, the objective feeling is obviously different from the 3A masterpiece.

And these are exactly what Zhong Ming wants to focus on.

"Attack on Titan" is already a very suitable genre for anime to change into a game, for example: its combat system is relatively pure, and the numerical balance in battle is easy to control; The setting in all aspects is very perfect, including technology, humanities, combat strategy, etc., all of which are elaborated in great detail.

But if you want to change it for the better, you still need to make great efforts and bold attempts.

What's more, in this world, Zhong Ming did not launch the original comic book "Attack on Titan", in order for players to accept this new IP, it is even more necessary to make it perfect.

In terms of painting style, Zhong Ming decided to adopt a realistic painting style, rather than sticking to the animation painting style.

In other words, the scenes and character models in it may be closer to the style of "Wolves", turning the two-dimensional anime characters into real human models.

The original work of "Attack on Titan" is indeed an anime work, but first, Isayama Sou is not a manga artist who is good at drawing in the first place; Second, the style of the comic can well convey the atmosphere of despair, but once it is turned into a 3D model, this atmosphere will be greatly reduced, and even make the player feel like a home.

Zhong Ming's previous life "Attack on Titan" game had such a problem, making a 3D model completely according to the anime image, and the result is that although everyone's face in the game is familiar, it just doesn't have the feeling of comics, and even the more you watch it, the more you play. During the battle, the house was like papier-mâché, and there was no excitement or tension at all when fighting giants.

Through high-precision modeling, the painting style of "Attack on Titan" is reversed, and this realistic painting style is more conducive to highlighting the realism of this world, so that when being eaten by giants, players can feel this despair more truly.

Of course, the face shape, features, etc. of the original characters will still be retained, so that it will not be completely impossible to tell who is who.

In terms of combat system, Zhong Ming's previous game "Attack on Titan" was made into a game of mowing the grass, and in Zhong Ming's hands, it will become a suffering game.

Fighting giants is extremely dangerous, and even experienced investigators can die instantly if they are not careful.

In the original "Attack on Titan", scenes of sudden human death abound:

Confident training soldiers go on a mission, only to see the giant for the first time and all of them collapse, and they are eaten without any effective resistance;

The experienced investigators have already killed several giants, but when they met the giantess and the giant of the ape, even if they had many scenes, they were killed on the spot, and they left the scene in an instant.

Every time the Survey Corps came back, the people asked them what they had gained, and the Survey Corps could only reply in despair: they had paid a huge price, but they still had nothing to gain.

This is the charm of the work "Attack on Titan", human beings are absolutely weak in the face of giants, except for a few humans who are open, even if they are experienced investigators, the death is only due to a momentary negligence.

If Attack on Titan is made into a lawn mowing game, the difficulty for players is indeed reduced, but the atmosphere that the original game worked so hard to create is completely destroyed. Just imagine, how terrifying the giants are and how powerless the human beings are for so long, but the player casually operated it, and a battle directly chopped melons and vegetables to kill more than a dozen giants, how did the player feel this desperate atmosphere.

Therefore, Zhong Ming's goal is to make "Attack on Titan" similar to "Wolf", with newcomers suffering and veterans mowing the grass.

In terms of the presentation of the plot, a large number of real-time calculations and cutscenes will be added to show many details in the anime.

For example, in the original comics, there were many foreshadowings for Reiner, Bertotte and Ani: when the city walls were destroyed and people were displaced, the homeless people were given a picture of receiving relief food, and one of the homeless people was Ani, and Reiner and Bertolt appeared in the background not far away; When Reiner was training soldiers, he had many conversations with Bertolt about returning to his hometown.

These excellent foreshadowings, which are buried from beginning to end, are the embodiment of Isayama's strong control of the plot, and they are also one of the reasons why "Attack on Titan" is so popular.

If you want to do a good job in the game, you must also show these details inadvertently to the player, so that players can experience a heartfelt shock at the moment when the mystery is revealed.

In addition, in terms of level design, character actions, derivative systems, etc., there are also many problems in the original "Attack on Titan" in the previous life, such as a poor grasp of the level structure, basically just throwing a few giants in a semi-open scene for players to chop, unlike "Wolves" with strict route planning and skills required to clear the customs; The characters' movements are not smooth enough; Many cutscenes don't use a motion capture system, and the NPCs all stand stupidly like stakes in the dialogue scenes, which greatly affects the sense of substitution......

In these aspects, Zhong Ming will be produced in accordance with the standards of 3A masterpieces, and the game will be fully optimized.

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