Chapter 157: New Project "Survival" (Part I)
Whether the time has come or not, Ye Shenxi himself doesn't know, but he wants to take this step.
He has been waiting for eight years, starting in 2000 until now.
Therefore, Ye Shenxi's next project is to think of the role of testing the waters, using a lightweight game with a low cost to test players, if it can have a good performance, it can also set an example for domestic small and medium-sized developers and individual developers.
When they see the prospects, they will make a choice to join the herring platform.
At the same time, this is also an experiment of Ye Shenxi's own concept.
There is no promotion of a 3A masterpiece, no slogan of next-generation 3D, no logo of a masterpiece, it is purely a matter of gameplay and feelings, whether players will pay for a different experience, even if the price is not high.
The first experience he wanted to do was called survival.
In 1943, the American psychologist Abraham Marlos once proposed in "Human Motivation Theory" that there are five levels of the ladder of human needs.
From low to high, they are: physiological needs, safety needs, social needs, respect and self-actualization needs.
Many people know this theory and it is widely used in many fields.
The same is true in game design.
If you feel insecure when you're slashed by a red player in the game, you'll choose to stay in the safe zone or improve your skills to stay safe.
Social needs can lead to a sense of love and belonging, and you'll join guilds in the game, with lots of like-minded friends, including all kinds of marriages, marriages, and mentorship systems designed to help you fulfill this need.
As in the real world, the higher the level of demand in this pyramid, the fewer people will be targeted.
Just like in reality, you have to solve the problem of food and clothing before you think about how to be recognized by society, respected by others, and even realize your own life value.
The big R players in the game, they will compete for the position of the leaderboard, this is out of the need for respect, and the planning will amplify this demand, including the leaderboard design in a very obvious place, the top few players have a variety of fancy titles, bling, Ambilight, with such a title walking in the main city or in the wild scene, most people who see it will know that this is a big guy, silently chanting "", cast envious eyes.
There are also various gang wars, city wars, and cross-server wars, competing for various titles of the first gang, city lord, and first server.
These are all peak experiences for high-end players.
On the contrary, the lower the level of this pyramid, the more people can empathize and be immersed in it.
You may not care if you can get the first place on the leaderboard, but you must care if you will be hacked to death on the road.
A big reason why H1N1 and Dajidali tonight's chicken game are so popular is that every player who enters the game wants to survive, and this most basic need makes them very engaged.
This is what Ye Shenxi wants to achieve in his next project.
The game isn't complicated, and he's pretty much figured out the core gameplay and the main systems.
For the time being, he wants to name the project "Survival".
This is a wasteland-themed sandbox survival 2D 45-degree perspective game.
The game is set in an alternate world, in a post-nuclear war world, a few months later, people come out of their underground shelters because they run out of food, and face a city that is experiencing a nuclear winter.
In terms of artistic expression, the game needs to create a real nuclear winter wasteland world, how to establish this art style, and express this world view through art, which is the first problem faced in the early stage of development.
Whether it is a barren and dilapidated city, a shattered high-rise building, a dark sky full of dark clouds, exaggerated vegetation after being irradiated, mutated creatures, and remnants of mechanical guards, the workload is not small, and the requirements for art are also very high.
Obviously, almost all the online game art in China has no design experience in this style, and domestic online games are mainly based on martial arts, Xianxia, fantasy or Q version cartoon style, which are the mainstream of the market, of course, the more mainstream the better.
The art group of the Qingyu Network is now the largest department, with more than forty people, responsible for all the art resources of the five projects, but none of them are familiar with this art style, Ye Shenxi feels that he may have to find someone to ask, if he really can't find it, he doesn't rule out the pixelated art style.
It's actually a very flattering thing, and it's a lot less stressful for the development department, and a lot more weird chemistry for the players.
First of all, many people understand pixels as retro style, from the FC era because of hardware limitations, to now it has become a feeling, but many players eat a set.
The second is that for pixel-art games, players' expectations will be greatly reduced, or the tolerance will be greatly increased, obviously they will not have all the expectations of a pixel-art game for the next generation of 3D games, you can play a little higher, and they will be satisfied.
There is also a hint of the player's psychology, the pixel is equivalent to the development team to show that "our game does not win with the picture, our selling point is the gameplay", and at the same time in this era when it is not a bad street, it is often a maverick and cool thing, the force is higher, and the people who play also feel that they have a card, which is so high that they don't know where to go compared to those who play mainstream games.
In addition to the herd mentality, there is also an anti-herd mentality, which is a fact.
In terms of gameplay design, each character will have three basic attributes, stamina, spirit, and hunger.
When the stamina is zero, the character will die, this is the most basic value, many behaviors in the game may affect the physical strength, in addition to the automatic deduction of blood because of hunger, including being attacked by monsters, burned by fire, struck by lightning, sand and dust, hit by objects falling from high places, etc.
Of course, it can also be recovered by injecting drugs, sleeping, eating, etc.
Spirits (i.e., san) are used to control the player's actions, and are also reduced by behaviors such as being in a high-radiation area, being frightened by scary monsters, coming into darkness or entering a dark scene, and collecting poisonous plants. If the spirit value is reduced to a certain level, the character may hallucinate, and the whole world will be reduced to an abnormal world, many strange monsters will appear, and the character will be killed by his own demons.
Hunger is the simplest, it automatically decreases at a certain rate, and can be replenished by eating, of course, some expired or irradiated food may restore hunger and physical strength, but reduce spirit, which is where the player needs to choose.
In the game, players will face a variety of survival pressures.