Chapter 19: Sin City
Taylor still talks about the aborted project, or something he has rethought about the project.
The game is not called Sin City in DICE, it is a re-named name by Taylor, with a tentative name at the end.
Seeing this name, Su Li Yile, this name is quite vulgar, and it is a name used in many movies and novels.
Taylor still introduced some of the content and ideas of this game, and showed a lot of materials and demos made during the DICE time, which are not usable, and it doesn't matter if you show them in private.
“TPS?” Su Li looked at Taylor's demonstration and asked casually. TPS is a third-person shooter, which is different from first-person shooter FPS, and is a popular game genre now.
Taylor nodded and said, "Yes, TPS, because only TPS is still the best mode for this game." I've also considered a first-person perspective, but it's too limited for players to be comfortable with. ”
One of the big differences between first-person shooters and third-person shooters is the amount of information on the screen. Because of the different camera positions, third-person games can show more information.
A straightforward example of this is that in first person, when your character is hiding behind an obstacle, your view will be blocked.
But in third person, your vision won't be blocked by obstacles and you can see more.
When Taylor introduced some of the designs for Sin City, Su Li instinctively thought of GTA5, a game that shares some similarities with GTA5.
Sin City is designed to be an open-world sandbox third-person shooter set in a fictional city, tentatively named "Sin City".
Against a fictional backdrop, the city is the most prosperous city in the world, home to tens of millions of people, but at the same time, underneath the city's glossy exterior, is a real capital of sin.
It's a killer's paradise, where the world's best killers come together to serve money and power.
The player here plays the role of a killer, taking the task from some special channels, and then killing the mission target to receive payment.
It's an attractive setting, and it's a modern urban setting that feels very immersive for players, and characters like killers are also quite appealing.
Taylor talks about his thoughts on the game and some of the work he did during his time at DICE.
"It's a world of killers, a giant city with a population of tens of millions that can easily hide its tracks, where countless stories happen every day, where wealth from all over the world gathers, where there are countless celebrities and rich people, and there are countless people living in the shadows."
Taylor opens a schematic, which is a brief diagram of "Sin City", which should have been made earlier. In this schematic diagram, Su Li saw that the scale of the city was incomparably large, compared to the Los Santos in GTA5.
The ambition is huge, you must know that the game "GTA5" is a mature team of 2,000 people, and it took five years and more than 200 million dollars to produce a masterpiece, and it has set many records in development.
Of course, the huge amount of work to develop GTA5 is not only due to the huge game scene, but Taylor is such a huge city, you can imagine how much work will be required.
Taylor labeled the game a sandbox game, and in Su Li's opinion, this game is also a very pure sandbox game. Because all the game scenes are seamlessly linked together, whether they are indoor or outdoor, players don't need to load into every place they enter.
Of course, these are not the most important things, no matter how huge the map is, the most important thing is the content in the game.
Su Li didn't want to see Taylor bring a GTA5 replica, and he hoped that the designer from DICE would surprise him.
Taylor's design documentation was a bit rough, and he scrapped a lot of the original things, and it took a few days to re-come up with some ideas, many of which had only one idea. Obviously, some of the designs inside have been clearly adjusted according to the technical strength displayed by the future Oasis, which is "tailor-made".
"In Sin City, the most important thing is to create a living city, a city that belongs to killers. A big part of what makes GTA 5 so successful is because players can do so much in the game and do things they can't do in reality. ”
Los Santos smashing and looting is really attractive, after all, it is a modern background, which makes people feel very immersed.
"In Sin City, players can also do a lot of things, but the player's core identity is a killer, and players can sometimes do things that don't match their identity, but they can't forget their main business."
"So in Sin City, there's a lot of sneak in. Players need to complete missions unobtrusively, escape pursuit, and not reveal their identity. ”
Next, Taylor began to introduce some of the game's designs. Most of these designs are conceptual and need to be further refined. However, Su Li felt that some of Taylor's ideas were still very good.
In Sin City, in addition to elements such as stronger environmental interactions, Taylor also made some interesting designs. He referenced the skill system in Shadow Secrets and did some related game design.
For example, the surveillance system that can be used throughout the city can be a huge threat to players. If the player is caught on camera, their whereabouts will be revealed, making it more difficult for them to escape.
In this game, players have many enemies, such as police, agents, private security forces, etc.
The player can choose to destroy some of the key cameras outright, but if the player has hacking skills, the surveillance system can be used for themselves. The higher the hacker skill, the longer it can be exploited, and if the skill is not enough, then it will expose your location.
There are other uses for this hacking skill, such as manipulating traffic lights in games and even driverless cars.
But these are all trivial things, and what makes Su Li most interesting is the core gameplay of this game, that is, the multiplayer mode of this game.
In Taylor's plan, the single-player mode of this game can only be regarded as an add-on, and the biggest role is to familiarize yourself with every part of the city through the story, and familiarize yourself with the operation of the game. The game's multiplayer mode is where the fun lies.
It's more of a multiplayer mode than an online game. For example, the multiplayer mode of GTA5 is called GTA OL, and the multiplayer mode of this game is more radical than GTA5, which is also the most valuable part of this game that Su Li thinks.
"Yes, multiplayer is the charm of this game, in fact, I thought that these designs might not be realized for a long time, but the future Oasis gives me hope."
Taylor is very frank in saying that his design in multiplayer games has been influenced by some of the future oasis, and has proposed a lot of dynamic design, which is also the future oasis is a forte.
"In Sin City, the player is the killer, so the player is given a simple task, which is to kill a certain target."
Taylor begins to introduce some of the most important elements of the game.
"In my plan, the player's task is to "kill a certain target character" very simply, without any other restrictions, and leave the rest to the player to play. ”
"Of course, this goal is not to stand somewhere all the time like a wooden stake. He has his own movements, whether he is at home, he may be driving, or he may be in a heavily guarded place with many security guards or men to protect him. ”
"You can find a suitable time to do this, wait for the moment, and wait for the opportunity to move."
"Players need to complete this mission within the time limit and then escape the pursuit. The whole process can be divided into a process of receiving the task, locking the target location, finding the right time, completing the task, and escaping the pursuit. ”
Su Li nodded, the key to this design lies in the intelligence of the target character, or the intelligence of the NPCs in the game. If the NPCs aren't intelligent enough, the game will be very boring, as the target character's dull actions will make the process less fun.
The second key is that Su Li remembered the dynamic events in the just-completed "Three Kingdoms". Taylor didn't mention any of this, probably not yet. If you take full advantage of this huge map, you can make the design a little more interesting if you don't have to repeat the design tasks.
Of course, Taylor's words were not finished, and he continued: "In multiplayer, players have to face the security forces of the mission and escape the pursuit of police agents, but also need to watch out for other players. ”
"Yes, in multiplayer, there may be another player who takes on the same mission as you, of course you don't know if someone else has taken the mission, and if your target is robbed, your mission will fail."
"Similarly, there may be another player who has been tasked with protecting the target, and the target knows that the killer is coming for their trouble, so they hire another killer to take you down. At this point, you're the target of another player. ”
"Even, you may need nosy people. Even if the player doesn't take on any quests, he can wander around the city, he may just accidentally kill your target, he may draw a sword to help him when he is in trouble, or he may wreak havoc in the city to add obstacles. ”
"Of course, meddling is not without price, as long as you do it in public, you will provoke the police or agents lurking in the shadows. The city's police force is very strong, and he will face the same pursuit as you do. ”
"You can move freely, but you also have some weird problems. In short, you are free to move around the city and do what you want. ”
"Also, in multiplayer, there are so many players in a huge city that you can't tell if they're players or NPCs. Many missions will be carried out at the same time, and maybe two groups of killers will be looking for two different targets, but they happen to be in the same place, and something interesting will happen. ”
"For example, when a player completes a mission to escape, another group of players who also complete the mission and flee may attract a large number of police officers to you."
Taylor was dancing as he was about to introduce another idea, when Su Li interrupted him and asked, "You mean, in multiplayer mode, you don't use a name version to distinguish players from NPCs?" ”
Taylor excitedly said, "Yes, I feel like both the player and the NPC are part of the city. In the game, in multiplayer mode, players can't tell whether the person in front of them is a player or an NPC just by their appearance."
Generally in the game, if it is a player, or if you are looking at a living person, there are usually signs to distinguish it. The most common situation is that the player character will have a name board on their head, which contains the name, level, and so on.
However, in Taylor's design, he didn't plan to add these things to the player character to distinguish the player from the NPCs.
"Killers need to hide themselves, and we don't use technical means to label players. One of the biggest technical difficulties we encountered was to create a large number of intelligent NPCs to hide the player. ”
"When two players pass by, maybe they'll think they're just NPCs."
"So how many players are in a game mirror in multiplayer?" Su Li asked again.
"This ...... Didn't think it through. However, in this game, the entire city is a mirror image, and there will be no additional quest mirrors. I think there should be hundreds of players in the same mirror image in this city, right? ”
"In other words, all scene interactions are done in a mirror image, and the scene interactions generated by hundreds of players will affect each other?"
Taylor nodded and said, "yes, don't you think that's cool." For example, I can blow up a bridge, a road, or cause a traffic accident and cause chaos in the whole city. ”
"In this way, players will face different situations every time they go on a mission, and they will never have the same mission experience."
"So, what are the additional penalties for players when they are caught?"
Taylor thought for a moment and said with some embarrassment: "This is a new idea, which only came after leaving DICE, and I didn't think about it very deeply. ”
Taylor has built a framework, and although the content is not perfect, the general appearance is there.
That's Taylor's purpose, to create a dynamic and lively city, a city of sin in the truest sense of the word, a capital of disorder.
Su Li finally understood why DICE gave up on this project, probably because Taylor's design scared them away, and felt that these things couldn't be done at all.
There is no doubt that what Taylor has brought to Future Oasis is a true 3A masterpiece, both in terms of the content of the game and the overall amount of engineering, far exceeding what Future Oasis has done before.