Chapter Seventy-Three: Game Background
It took a long time for Future Oasis to determine the game background of the new project, and after many discussions, others also proposed a lot of proposals.
This time, in addition to the core staff, members of the art team also participated in the discussion.
Su Li first wanted to make an ARPG with the background of continental hegemony, and the general idea was to set up several camps like a strategy game, and then the player represented one of the camps, and the AI controlled the other camps.
The player's game process is probably to complete various tasks, conquer the city for their own camp, and use the change of the continental pattern to promote the development of the game's plot.
However, after full discussion by everyone, Su Li rejected his own idea.
There are several difficult things to deal with in this idea, first of all, the content of the game is not easy to design, and if the scale is too large, it is easier to cause a hole in the game content.
Secondly, the plot in this area is not easy to design, especially after adding AI operation, the overall trend of the game is easy to collapse, and Su Li thinks that he does not have such strong control at present.
In terms of substitution, Su Li hopes that the new project of Oasis in the future can give players a strong sense of immersion, which is not easy to achieve in such a background.
Therefore, Su Li quickly rejected this idea, or rather, sealed this idea and accumulated it as a concept.
Maybe as Oasis grows in the future, it will be able to make a masterpiece with such a background, but it's still a little too early.
Previously, the team reached a consensus on two forms of AI.
One is the use of AI on the individual of a single NPC, which is easier to deal with, as long as you grasp the balance.
As a game operator, the application of AI to the player's opponent is something that needs special attention. How to embody this in an ARPG game, Su Li finally thought of the role of KP in TRPG.
Speaking of which, in the process of running a group, the relationship between the player and the KP is a wonderful relationship of struggle and cooperation, and the player relies on the hints given by the KP, and needs to fight with the KP to prevent being taken into the pit.
One of the great charms of TRPG is the uncertainty of the game process, the game is controlled by living people rather than rigid programs, players can make very free action decisions, and KP can also choose the right feedback based on the player's decision-making, which is not available in video games today.
Su Li felt that with this AI enhancement module, he could try to add a character like artificial intelligence KP to the game, so that it could fight wits and courage with players.
The resources that AI can call on are limited, and in a certain mission, AI cannot create new NPCs out of thin air, but by controlling the behavior of NPCs, completely different plot directions can appear in the same mission.
In terms of substitution, Su Li's new project finally chose a modern background, an urban legend style, such a background that takes into account both Chinese and Western, can enhance the player's sense of immersion. At the same time, the background and mode can be used to balance the single-player experience and enhance the fun of multiplayer.
Of course, this kind of open-ended mission plot design is very much a reflection of the designer's skill, and it is not far-fetched at the same time, and the clues need to be interlocked, which requires both talent and experience.
So Su Li found Shanhe.
Of course, Su Li will not reveal too much about artificial intelligence now, but has discussed with Shanhe about his own design ideas and the relevant background content of the game.
Obviously, Shanhe is quite interested in this.
Several modules and scripts written by Shanhe himself before are also of modern backgrounds, which is also more common in COC modules, and Su Li's needs coincide with his experience.
Su Li said at this time: "Of course, the task design we need is still different from the COC module. In the COC mod, the combat element is weakened, but we are an ARPG game, and we need to have a good combat experience. ”
In the context of Cthulhu, the "humans" represented by the player are very weak, and they are facing a very powerful enemy, a faction called the Old Dominators, and the humans will even die or fall into madness if they come into contact with them.
In such a setting, if the player wants to survive, the most important thing is to restrain their curiosity, because curiosity can really kill you.
Shanhe nodded, as an ARPG game, combat is obviously a focus, and his own design also needs to make some adjustments.
Curious, he asked, "Do you have a way to implement this kind of open-ended task in the game?" You know, even experienced KPs can't fully predict the behavior of players, and we often think about the development of the story on the fly. In such open-ended missions, if the game doesn't respond correctly to the player's unique behavior, the game experience is greatly reduced. ”
Su Li was not the first to come up with this kind of design, and many people had already proposed such ideas and made similar attempts before.
However, due to technical limitations, it is impossible to be so flexible as running a group. Players can only make specific choices at certain plot fork points, and then the plot will enter a fork in the road according to the pre-set to achieve very limited openness.
However, what Su Li is talking about now is obviously not this kind of simple thing, but in the true sense of openness, this process includes a lot of interaction between the player and the game environment, and these interactions will have different impacts, thus affecting the direction of the plot.
Shanhe is also a gamer and knows the current level of development of the game. For example, in "Red Dead Redemption 2", which won Game of the Year last year, R Star designed a lot of environmental interaction elements, making many people think that environmental interaction will become a focus of sandbox game design in the future.
However, Su Li has to do more than just interact, the game also has to give different feedback to these interactions, and even let the game take the initiative to make some adjustments.
Some...... Impossible?
Shanhe was a little puzzled, if it weren't for Su Li and Future Oasis who had already made certain achievements before, he would have wondered if the other party was a liar.
Su Li said with a smile: "The technical side of things is solved by our technical team, and in fact, after you join, you will naturally understand the relevant content." I believe that our technical solutions can also help you design a better mission story. ”
Mountains and rivers are moved.
Compared with his current interior design work, Su Li's invitation is obviously more attractive and allows him to give full play to his value.
Moreover, the outlook seems brighter.
It is rare to fight a few times in life, and Shanhe also thought about changing his current life and work status, but when he really had this opportunity, he found that it was not easy to make up his mind.
"It's done." Shanhe made up his mind.
I am now in my thirties, and there will be fewer and fewer opportunities to change my life, which is a rare opportunity.
If this opportunity is lost, there may not be a next one.
Shanhe accepted Su Li's invitation to join Future Oasis as a plot designer and mission designer.
The new project of the future oasis is also completely on the right track.