Chapter 82: I'm an emotionless killer

Sunday, November 7th.

At 6:30 in the morning, the sky was still dark at 6 o'clock.

Fu Qiang looked at the ending animation of "Sin City" in front of him. Looking back on the crazy journey of the past two days, he felt a little trance, and this trance had a trance of time and space change, which pulled his mind back from the virtual world to reality.

A lot of people have experienced this feeling, an immersive movie, an intoxicating movie, or a game that is addictive.

People's minds are fully immersed in these works, and people's emotions change with the changes in the plot and the encounters of the characters, and they yearn for the story that follows. When everything is over, people will have this trance-like feeling, as if they have completed a journey through time and space.

This is called "substitution".

After watching the last screen of the ending animation, when the screen began to scroll through the list of production personnel, he lay down on the bed and began to reminisce about the "journey" of the two days.

How long has it been since you've experienced this feeling?

The story of "Sin City", as a game script, is still relatively good. In the design of the game script, Future Oasis grasped the central content they wanted to express, and also grasped the rhythm of the narrative very well.

As previously revealed in the story of Future Oasis, the core of the story of Sin City is the conflict between several major business groups located in the city. The two protagonists of the game are drawn into this conflict.

Fu Qiang originally thought that the dual-protagonist mode would make players feel a little messy, but the future Oasis handled it well

The story is not complicated, as a professional killer, the protagonist who collects money to do things has been acting as a tool, or rather a weapon, of these business giants. After gaining a lot of prestige, the protagonist is involved in the center of a conspiracy and becomes the object of sacrifice and abandonment.

It's not so surprising that the protagonist is betrayed by his employer, and the previous foreshadowing has long had such a trend, and as a professional killer, he was aware of this situation when he stepped into this industry.

This is a very traditional story, the story of a protagonist in crisis who saves himself in the city. Future Oasis doesn't inject much spiritual core or symbolism into the story, they focus on the form of the game world.

They use this story to make players directly feel the operating rules and social forms of this world, express some conflicts between social forms and technological changes, and also describe some scenarios that will occur when business groups control the operation of society.

Future Oasis is a world in the game, and throughout the story, they integrate all the stories and all the characters into this world.

The oasis of the future uses the living world they have shaped. It gives the player a very strong sense of involvement, and the character he operates seems to be in another real world.

Fu Qiang has always felt that for a game, the sense of immersion brought by the game world is stronger than the suspense and ups and downs of the story.

During the two-day game, Fu Qiang re-experienced what real immersion is. He wanted to walk through every street, enter every building, be a surprise in every unknown place, and even talk to every NPC he had ever met.

Probably only when he first got into the game, did he feel such an impulse.

As an artist in the game industry, Fu Qiang habitually sees the art content in "Sin City" with a professional eye, and in the middle and late stages of playing the game, Fu Qiang feels that he is really envious of the developers of this game.

Fu Qiang likes the scenes of the game very much, and it can be said that every scene, every building, every wall, and even every decoration in the game can see the sincerity of the production team. At least from many places, Fu Qiang saw many elements of unique local characteristics, and the future oasis built the world with full details.

Fu Qiang felt that the work he was doing now seemed so disgusting in front of these things. Those artists in the future Oasis, they are qualified to pursue artistic expression, to pursue high-end aesthetics, and what they need to consider is to use their own designs to make the world a better place, and to be able to express the core of what the production team wants to express.

And Fu Qiang's own work, the only criterion is to cater to some aesthetics that seem to him to be a little abnormal, just because such a design is easier for target users to accept.

The list of production staff on the screen has been scrolled, but Fu Qiang is still lying on the bed and has not come back to his senses.

In the past, when he played those foreign masterpieces, Fu Qiang only felt appreciation, but today's mood is obviously not as calm as before.

I guess I thought that a company that could make a top-notch masterpiece was out of reach, but when I arrived at Sin City, I found that the company around me could also make such a work, right?

…………

…………

"Sin City, Activated"

"Multiplayer, choose."

"Game characters, created."

"Wow, I can finally pinch my face, let's pinch my face."

Dennis went straight to the game's multiplayer mode after today's broadcast, and two days before that, he finished the game's single-player story.

The experience of the single-player story is very good, and the elements in the game are very balanced, and there is no cultural barrier.

The balance between the plot and the game is also well grasped, and the future Oasis does not add too much lengthy narrative to the single-player story, giving players a lot of room to operate.

A large number of plot transitions in the game are completed directly in the process of the game, and the graphics of the game itself are excellent enough that there is no need to do additional cutscenes or real-time calculations, etc., which are easy to make the player's game experience feel a sense of fracture.

Sin City tries to avoid this, reducing the number of cutscenes. Complete the entire narrative with dynamic footage from the game.

The single-player story is still very attractive to Dennis, and in his opinion, if you don't play the single-player story, you haven't played the game.

The single-player plot took Dennis two days, in fact, Dennis was not very anxious to use a more extreme method of clearing the level when playing the single-player story, and spent a lot of time on exploration, among which there were many mission failures.

The total game time is thirty hours, and Dennis thinks that this time can be reduced to less than half if you use some extreme playthroughs.

However, not everyone likes to experience the plot, and many people like pure play.

Sin City's multiplayer mode was opened directly when the game was unlocked, and many people did not play the single-player mode at all, and directly entered the multiplayer mode.

During this time, the discussion of this multiplayer mode is also very hot, and Dennis has also collected and written materials in the past few days, watched related videos, and roughly understood the game content of this multiplayer mode.

The multiplayer mode is very different from the single-player mode except that the scene of the game has not changed.

Multiplayer mode, more like an online game.

There is no face pinching in the single-player story, but you can pinch the face in multiplayer mode.

There are still quite a lot of options for pinching the face, there are all races, and the facial details and body details can be adjusted.

Dennis pinched a white bald man, very philosophical.

In multiplayer mode, players need to set up something else for their character in addition to pinching people.

For example, the player's "origin".

There are a number of "origins" to choose from in multiplayer, and these choices determine the player's starting location, as well as some of the initial mission choices and associated prestige.

For example, if you choose "Slum", the player's character has a relatively high initial reputation in the Slum, and this choice determines the initial development direction of the player.

Regarding this point, Dennis asked some players before, and also checked some information, this system is still relatively balanced, different origins have different characteristics, basically more balanced.

For example, players from the slums are vulnerable to NPC discrimination in other areas, but one advantage is that it is easy to run into the slums to escape pursuit, and if players with insufficient reputation in the slums run here, they are very vulnerable to being attacked by the natives.

Instead of choosing the slums, Dennis chose the origin of "outsiders", the advantage of this origin is that it is more balanced, there is not much benefit, but there is no negative effect.

From the very beginning of the game, Dennis discovered some differences between multiplayer and single-player modes, where players feel that there are many more attributes and skills than in single-player mode.

In the single-player plot,When the protagonist appears, he is a famous top killer.,The personal ability value is very high.,The whole game process basically has no "upgrade" elements in it.,Players can unlock various abilities and skills as the game progresses.,But when the player unlocks,,The related ability itself is very high.。

However, it is different in multiplayer, which has a complete character development system in it.

After figuring out the various settings, Dennis's character stepped into this familiar land.

The character of Dennis, as in the single-player story, appears in the port, and this area is very familiar to him.

The beginning of the game is a bootstrap phase, where Dennis finds a "safe house" in the city, which is a setting in the single-player mode, and the player enters the safe house in an "untracked" state, which represents the successful completion of the mission.

In the setting of Sin City, players need to get rid of tracking and enter the "untracked" state before they can enter the safe house, and if they are in the "being tracked" state, they will not be able to enter the safe house.

In the single-player story, the location of the player's safe house changes depending on the mission, but in multiplayer, the player can purchase other safe houses in the city except for the first safe house at the beginning.

Not all places can be used as safe houses, the location of safe houses is set, and in multiplayer mode, players need to use money to open these safe houses, as long as there is enough money, all safe houses can be opened. When performing a mission, the player can enter any safe house, which represents the completion of the mission.

Of course, this money is the money in the game, not the real currency.

Safe houses are also part of the player's character development, which can reduce the difficulty of the game to a certain extent.

After all, when you complete a mission and need to cross the city to get back to the safe house, there are too many variables in between.

In multiplayer, money is a very important resource, or the most important resource.

Money can buy all kinds of things, as small as a piece of clothing, as big as a sports car or even a helicopter, the learning of skills, the purchase of weapons and equipment props, all need money.

Money can also help you complete quests, and bribing NPCs with money is perfectly feasible in the game.

Players' money cannot be traded, and completing missions is the best way to get a large amount of money.

After completing these boots, Dennis's character is free to move, and now he has a completely free world in front of him.

In the single-player story, some parts of the city are closed off due to the needs of the story, but in multiplayer, the city is completely open, and you can do whatever you want and go wherever you want.

Dennis, who has just entered the game, can now be said to be destitute, with only an initial capital of 1000 in his pocket, a pistol, and no transportation.

He needs to make money now.

There are many locations and ways for players to receive related quests, but many of them require level and prestige, and there are not many quests that players can receive at first.

However, Dennis doesn't want to complete the task step by step, but wants to experience the "shortcut" in the game, that is, to "create" a task by himself.

According to some experience released by someone before, players quickly accumulate the first pot of gold by robbing some valuable shops.

Of course, this behavior comes at a cost, and first of all, a successful heist can increase your money, but it will not increase your level. However, if you fail and are arrested, your level will be reduced.

The player's level has nothing to do with attributes, it is equivalent to the player's ladder points, and high-level characters can take on high-level tasks, and there is also a leaderboard in the game to record the highest-level players. The player's level is increased through missions, and of course, the corresponding experience will be deducted if the mission fails.

Second, heists will increase the player's "recognition".

"Recognition" is represented by color, and the more recognizable the player, the more dangerous and easier it is to be detected when performing a mission. Players with red recognition will also be banned from certain missions.

Dennis is a new account, he's fearless, and as a streamer, there are times when he needs to pursue the effect of a live stream.

Now, for example, he doesn't want to complete the mission first, but wants to show the audience some interesting things about the game.

It's fun to do quests, but Dennis wants to do something different.

Dennis looked at the game that provided a nice place, which was a gold and silver jewelry store not far from the initial safe house.

Dennis plans to follow the strategy first, familiarize himself with the process, and then play freely.

He goes to the area around the target location to familiarize himself with the surrounding situation, and by the way, he observes if there are any players nearby.

It has already been said that in the current multiplayer mode, there are players who do not do tasks and specialize in being "messengers of justice" to cause trouble. Because the scenes in the game are large, each mirror image limits the number of players, and being a messenger of justice does not have any benefit but brings risks to themselves, so there are not many people who do this.

But it's also part of the game's openness, where players can do whatever they want. Whether or not an act will be abused depends on the design balance of the production team.

He's still familiar with the roads around here.,There's something about this area in the stand-alone plot.,He knows that there are several shortcuts around here.,It's easier to get rid of tracking if you shuttle back and forth.。

Dennis opens the map, marks the target location and the location of the safe house, and sets an escape route. He didn't plan to copy the strategy and experience of the escape route, but designed one himself.

Everything is ready to go.

Although the player character will not have a special expression, there are still some clues that can be seen from the action.

There should be no players around for a while.

The escape route is unobstructed.

There are no patrolling police officers nearby.

Dennis took a deep breath and walked into his target's shop.

According to some of the processes he had seen earlier, Dennis walked into the store, pulled out his weapon, made an aiming motion, and shouted, "All crouch down." ”

Well, of course, this is not what he shouted, but with a preset "voice compass" in the game, the player can choose which voice to send, so as to get different effects.

With guns in their hands, fierce looks, and clear purpose, these NPCs don't seem to have a lot of courage, and they all crouch on the ground and inevitably scream.

This scream represents the beginning of Dennis's operation, and the police will take action immediately.

There are different "alert levels" for different actions of the player, and if Dennis does not shoot, the alert level will not be very high, and the scale of the hunt will not be very large.

Dennis smashed the cabinets in the store and began to loot the stolen goods.

It's a process that takes time, and Dennis is now in a race against time, and although the alert level is not high, the police are still relatively fast.

It took about 2 minutes for Dennis to loot ten units of "gold jewelry" and prepare to leave the crime scene and escape according to the predetermined route.

However, just as Dennis was about to leave the scene of the crime, an accident happened.

The person who had been squatting in the corner of the store suddenly stood up at this time.

He pulled a gun out of his arms, aimed it at Dennis's head, and fired a shot.

Although Dennis also had a gun in his hand, he was not prepared for battle, and suddenly he was attacked by this sudden attack, and he had no room to resist and dodge, and was directly put down outside the store.

At this time, he sat in front of the computer, with a black question mark on his face.

What's going on?

How could it be suddenly attacked?

Looking at the corpse that had fallen, the words death on the screen, the picture that gradually changed color, he thought of the reason.

The man in the black coat who attacked him walked over to his body at this time.

Only then did Dennis realize that this man in black coat was not an NPC, but a player, and he had been pretending to be an NPC, and he had just squatted down with the NPC and tricked him.

"FK, you're a player, not an NPC?"

Dennis turned on the voice and yelled.

Although he is dead, the player's voice can still be played and can be heard by the people next to him.

After a few seconds of silence, the man turned on his voice and spoke to Dennis in a deep voice.

"I'm an emotionless killer."