Chapter Seventy-Four: Naming and Design

The future Oasis project has always been very low-key when it was launched, but now there are many people who pay attention to them, waiting for door-to-door interviews, inquiring about the project, and inviting them to participate in various exhibition activities.

However, in the future, the affairs of Oasis's current external contact are basically left to Li Haoming to ensure the purity of the development studio.

Shanhe and Xu Chuan are now in charge of the game's various background settings, plot design and mission design.

Shanhe is mainly responsible for the task design, and Xu Chuan and Su Li are responsible for some of the settings of the large framework, while referring to some opinions from the art team.

Eventually, the project was tentatively named Secret of Shadows, an ARPG with a darker twist.

The background of the game is a modern background, a modern fantasy style, and the setting of the time point is slightly earlier than the current time, and many details have chosen some more "retro" designs, so that it is easier to present a "dark" and "weird" atmosphere.

The player plays a role that is known as the "Night Watchman", which is a collective term for a group of people who do not have a fixed organization, but have a fixed goal, which is to fight against the "Shadows".

"Shadow" is a specific term used by the group "Night Watchman" to refer to events or places that hide an evil aura. Events or locations that can be called "shadows" contain supernatural elements in addition to being mysterious and evil, which is one of the reasons why the "Night Watcher" needs to intervene.

It's a very malleable setting that can be filled with lots and lots of things, can be multi-cultural, and doesn't feel weird.

In Su Li's design, the setting of "Night Watchman" has a very strong degree of freedom, and players can choose an initial special combat ability and a special specialty when building a character. Special specialties are assistive abilities, such as medical knowledge, history, and driving, which can play different roles in missions.

Whether it is combat ability or special specialty, it can be increased and strengthened in the game, which is the growth system of this game.

The player's individual attributes can be set at the beginning of the game, including a fully functional pinching system and a detailed stat table. In addition to the common strength, physical strength, speed, intelligence, charisma, spirit and other contents in this attribute table.

When the player completes the pinch, a basic attribute table will be provided, for example, if the player pinched a strong man who is two meters two, then his base strength will be higher and the upper speed limit will be lower.

The player's initial mission has a fixed sum of attributes, which the player needs to make trade-offs.

In Su Li's design for this growth system, the player's skills, including combat ability and special expertise, are the focus of growth, while the growth of the player's personal attributes is extremely limited, and there are only a few opportunities to improve.

At the same time, different combat abilities and special specialties require different preconditions and attribute requirements, which makes character training highly differentiated.

The starting location of the game is an overhead town called "White Birch City", in terms of setting, this city is located somewhere in Europe, a small city with a population of about 20,000, and in terms of overall style, the design of White Birch City is biased towards the European classical style. The city is full of strange signs or sculptures with unknown symbolic meanings.

Xia Qinglan led the design of Baihua City, and in the design process, the entire Baihua City area was explorable, and the relevant factors of environmental interaction were taken into account.

In terms of the setting of the plot, Birch City contains the first part of the plot of "Shadow Secrets", which is a separate chapter with a complete and independent plot. Su Li plans to open early testing after completing the content related to Birch City in the game, and the follow-up content will be slowly added according to the development progress.

Mountains and rivers dominate the plot design, and the entire plot of Birch City contains a complete main plot and several side plots, and the plot of Birch City will take the cult as the starting point. Each mission has a long flow with many hidden elements, and the AI adjusts the flow of the mission based on the player's actions.

In the application of AI, Su Li has formulated several rules.

First of all, the enhancement of AI to individuals is not infinite, and its enhancement of individuals is reflected in the fact that it "will make different decisions" rather than "strengthen its own strength".

Enemies become smarter, but individuals don't become stronger, they don't run faster, they don't deal more damage, they just choose different ways of acting or fighting.

Second, the AI's control of a task focuses on the application of "feedback" and "adjustment" to the player's behavior. For example, if the player wants to open a locked door, he has many options, such as smashing the door directly, or using the lockpicking technique to open the lock, or entering from another place.

The choices he makes will have a great impact on the rest of the game. If he chooses to slam the door, a key NPC will flee when they hear the movement; If he chooses to pick the lock, then he may have to face a battle with a lot of enemies; If he chooses to sneak in from another place, he may witness some special events.

Under the control of the AI, it can provide real-time feedback on the player's actions. The advantage of AI is that even if the player does something brainy, he can give the right feedback to keep the mission going.

In some existing games, the actions that the player can perform and the effects of the actions are pre-set and limited. The existence of AI makes these things real-time feedback, which can realize more possibilities.

At the same time, Su Li plans to make an interactive communication system so that NPCs and players can interact more varied and in-depth.

Su Li hopes that the game experience that AI gives players is a variety of constantly changing, rather than an infinitely intensified sense of despair.

Each mission has a lot of hidden elements, and many rewards are hidden inside. In order to achieve different story directions, players need to have different actions or have different skills. The special specializations that players possess can also make a big difference.

Multiplayer is the key game mode of Shadow Secrets, and Su Li hopes that multiplayer games can get a very unique game experience, players need to cooperate closely with each other, and of course, you may also need to face those troublemakers who will hold you back.

The framework of the game is already in place, and Shadows is aimed at those who like the immersion of the game, and those who like to play single-player games. Su Li's goal is very clear, to capture the core users and bring a good gaming experience to these users.

He doesn't expect his games to be suitable for all ages, the tastes of different players are very different, and those light game users on the mobile terminal are not Su Li's focus in the design for the time being.