Chapter 44 Restrictions on Weapons

The future Oasis, or the development of Oasis Studios, is often accompanied by quarrels. Quarrels between designers, between ordinary designers and chief designers, between chief designers and producers, between designers and programmers, and between designers and artists, is one of the daily tasks of their work.

Most designers are temperamental and persistent people, and they tend to stick to their designs and feel that there is nothing wrong with their designs.

Most of the artists are also temperamental and persistent people, and they feel that other people don't understand art, and they are all dirt buns.

One of the values that Oasis adheres to in the future is equality between colleagues, and there is basically no so-called subordinate or subordinate in the development studio, and the few people with the title of director or producer have the final say on the content of the game, but in actual work, they will not overpower others.

Future Oasis gives every game designer and artist plenty of room to play and design independently, even if their own design is questioned, and there is ample opportunity to convince others.

The same is true between artists, who need to cooperate with designers, but artists often have their own understanding of the game and unique artistic opinions, and there must be contradictions.

In such a situation, disputes must exist, and the people who can have a place in the Oasis Studio are basically at the level of industry elites, and the designs they make will not easily accept the doubts of others.

For game development, quarrels are unavoidable, and certainly not a bad thing, and this is part of the run-in itself. Even studio bigwigs like Su Li, Summit, and Taylor sometimes have disputes with newcomers to the studio.

This round of expansion of Oasis Studio has also had some problems in running-in, and the progress of development has also been affected by the run-in of some teams. However, there is no big problem in the run-in degree now, and now in the development of "Sin City", in addition to the tearing between designers and artists is still daily, the discussion between designers has become "peaceful".

For example, right now, Su Li, Taylor, and some designers are discussing a very key game setting, which is about "whether to limit the player's weapon carrying".

"Sin City" as a near-future background game, in which some high-tech weapons and equipment are an attractive element of the game, the project team also set up a special team to study the possibility of "self-made weapons and props", hoping to add a production system to the game to make personalized equipment props.

Later, after discussion, Su Li and Taylor proposed a setting, that is, to limit the player's weapon carrying, if the player wants to use some more powerful weapons, such as automatic rifles, sniper rifles and other weapons, they will face many restrictions.

"Although our game takes place in Sin City, this city is the most prosperous city in the world, although it is bright and evil."

"This city has its own maintainers of order, this is the largest city in the world, not Africa and the Middle East, do you think you can take to the streets like this in this place with an automatic weapon?"

Taylor made a slightly exaggerated gesture to elaborate on his thoughts.

Su Li agrees with Taylor's setting, in the game's setting, the city is still orderly, not a place outside the law where you can do whatever you want.

Even the slums, which are the dark side of the city, have their own set of underground order, and players still can't do whatever they want without risk.

In the setting of Sin City, the player's actions are free, but different ways of acting will lead to different consequences.

For example, Taylor's current proposal that players can't take automatic weapons to the streets at will is a restriction. In Sin City, killing people is very easy to do, and there is no such situation as in a shooter RPG, where a shuttle bullet breaks off a layer of bloody skin of an enemy.

It's more like shooting versus games, where a few shots can take a person.

In this case, the power of automatic weapons is too great, and additional restrictions need to be added to these weapons without limiting the power of automatic weapons, or sniper rifles.

For example, carry-on restrictions.

"We need to have a suitable way to limit the player's weaponry, the player is a killer, not a soldier, and has to hide himself. In our setting, NPCs are sensitive to weapons, and when the player's weapon is exposed to the NPC's line of sight, it will inevitably cause the NPC to be alerted, causing some chain reaction. ”

This is a restriction on players in Sin City, as they will be noticed if they reveal their weapons in front of an NPC's eyes. It may scare NPCs away, or it may cause NPCs to call the police directly.

If the player takes to the street with an automatic weapon on their back, they will probably be chased by the police from the moment they step out of their residence.

"The pistol will become the player's main weapon, and it can be hidden with just clothes." This is the consensus of everyone, the pistol has a slow rate of fire, poor accuracy, and a small amount of ammunition, but it is easy to hide, and will become the player's main weapon.

"We can't give up automatic weapons, or sniper rifles. It's a man's romance, and letting them go can have a huge impact on the player's passion. "Some doubts have been raised.

After all, if only pistols could be used, the game would be much less attractive. How can a small pistol have the pleasure of a rifle strafing.

"So if you want to use these weapons, you're going to have to put a lot more effort into hiding them. This is a kind of restriction on this weapon. Su Li added at this time.

"Vehicles are a great option, and vehicles can hide these weapons so that the player doesn't reveal themselves so quickly." It's a great way to do it, and it's well received by everyone.

Stop near the target, get out of the car, shoot and strafe, get in the car and drive away, a smooth and smooth set.

"Players can also hide their weapons in a certain location in advance, or set up items like item traps."

"We can provide some props. For example, a player in an overcoat can hide those small submachine guns, and a golf bag can hide some larger weapons, but it takes a lot of time to remove the weapons? ”

"Or, the player has another choice."

One added with a smile.

"As long as you kill all the witnesses, you won't expose yourself."