Chapter 57: Immersion

It is said that there are no prompts, but there is no kind of guiding task guidance, and there are still hints for the task.

It's just that in Sin City, this kind of quest prompt appears in a different way, in the form of "quest intelligence".

This setting is not really new, but has a retro feel to it, and in some of the earlier games, the quests are not guided by the quests, that is, an NPC tells you where to go and what quests you need to do.

Later games, players will have more or less some task guides when they receive tasks, some are guided by small maps, and some are directly guided tasks, players only need to follow the arrows, and basically there will be no questions about "what should be done in this task".

In general, the trend of game design is becoming more and more convenient for players. Try to make the process as difficult as possible, take some of the exploration out of the flow of the game, and design a separate system.

Most of the process tasks in Sin City will also have very obvious markings on the map, and the terrain of Sin City is still very complicated, and without this kind of prompt, players will find their way for a long time.

After playing for a while, Fred has also felt the complexity of this map. He really felt the three-dimensional sense of the city. I don't feel much when I watch the video, but when I really play the game, it will be reflected in this shocking feeling.

There are a lot of games with huge maps, but the impact of making a city huge is completely different from being huge with all kinds of wilderness.

Playing so far, Fred gives a perfect score for the quality of this game.

Fully seamless map, rich in detail, intelligent NPCs, top-notch graphics, smooth operation without frame drops. This is already the highest-quality next-gen triple-A masterpiece available, and the current performance is far beyond Fred's previous predictions for this game.

Prior to this, he had taken Sin City with a grain of salt and did not expect too much.

Because of this, the quality of "Sin City" now gives him a great sense of impact.

The assassination missions in Sin City, or other types of special missions, are the core gameplay of this game, giving players a lot of room to play.

This part of the task no longer has a guiding guide, but is replaced by mission intelligence.

The mission information is still relatively detailed, such as the purpose of the mission, the mission objective, the background of the mission objective, photos, and some special information.

In addition to this information, players can also obtain more information through their own skills or some special channels.

For example, stealing some information through hacking techniques, such as inquiring about news through some special channels, and sometimes some valuable information will be released on the radio and television in the game.

These missions have a time limit, and the whole game has a time system, and the actions of the NPCs will also be carried out according to the schedule.

"We want players to get satisfaction from 'completing an assassination that they designed and carried out'. The sense of immersion and satisfaction from following the mission prompts is completely different from designing an assassination operation by yourself. ”

Su Li and Fred explained.

"All of our missions are carefully designed to give players a sense of confusion through the release of clues, the estimation of what the player might do, and our multiple internal test simulations."

"These missions will give players potential guidance through some intelligence clues, but for some creative players, we also leave plenty of room for them to play."

Su Li explained to Fred some of their ideas on the design of mission levels.

"Sounds great." Fred nodded in response, and then began his strategy journey.

The first assassination mission in the single-player story is not very difficult in the design of the game, and the mission objective is very flawed in the action.

After collecting a little information, Fred was able to get some valuable clues with ease.

For example, the daily course of action of the target, some special schedules, etc. The target targeted by Fred did not realize that the crisis had befallen him, and the security was not tight.

In some of the more difficult missions later in the game, the player's goal is basically as shrunk as a turtle, and it is much more difficult to complete those tasks.

The first task is mainly to give the player an impression and understanding of "what should be done with this type of task". Fred quickly accomplished this task. The first time Fred completed his mission, he found an opportunity to shoot his head directly in the street by tracking the target.

However, the mission failed because Fred was also shot twice by the target's bodyguard. In single-player plots, being captured or killed will result in a failed mission.

Later, Fred also understood the task routine in the game, in addition to how to kill the target, the player also had to plan an escape route in advance.

Rather than figuring out how to run out on the fly, pre-set escape routes are still very useful, such as preparing some obstacle traps in advance in the escape route, or destroying some key cameras and road facilities in advance.

Damage to the scene is time-limited, such as the damage to the camera will be repaired quickly, as will the damage to some roads and buildings, although the repair period may be a little longer.

Fred's first quest went back and forth several times, and he tried several methods to accomplish them. And Su Li also gave Fred some suggestions, and also showed the different ways to play the game.

For example, Su Li instructed Fred to use some special means to get a large truck with the logo of the moving company, directly caused a traffic accident to the mission target, and then drove the car to a small alley in the corner of the camera, changed into another set of clothes prepared in advance and escaped.

In short, there are many ways to complete a mission, and it is possible for you to throw a flower pot under the window of a 20-story building and smash the mission target to death.

Fred and Paul's test lasted all day, and the further back on, the more Fred marveled at the future Oasis's control over the mission levels. It's easy to say that the same task can be completed in different ways, but it's very, very difficult to control well.

"MS may be picking up a treasure this time......"

Fred felt that he might bring a big gift to Stephen, who had been in trouble lately.