Chapter 39: The Archetype

Many times the scenes in the game can be found in the real world.

In GTA, Los Santos is based on Los Angeles, while Vice City is based on Miami.

The so-called prototype does not refer to copying as it is, because it involves the backstory and plot of the game, as well as the art style of the game work, and will be artistically recreated when the real scene is transferred to the game.

If you are a player who is more familiar with this place, then when playing, you can often find some sense of déjà vu from the game scene.

In Sin City, the future Oasis project, the project team was also looking for a prototype for their game scene, and several versions were made for the concept design alone, and there were also a lot of discarded concept art.

Su Li, as the producer, and Taylor, as the chief designer, have had many discussions about the concept of scenes in "Sin City" since the project was not established, and the city in "Sin City" is actually the only big scene in this game, and all the player's actions are completed in this giant city.

In the game, the city is undoubtedly legendary, and they also want the prototype of the city to be legendary.

Archetypes are just archetypes, and Sin City in the game is a completely fictional place that does not exist on this earth, and the era of the story is not in this era.

After the release of the Order, the Sin City project formed the only project team of Oasis Studios, and the design work in this area progressed rapidly.

Taylor's earliest concept design for Sin City was set in the future, where elements of futuristic technology can be seen in every corner of the city, and the entire Sin City is the most advanced city in the world, where all the technology will be the first to be applied.

The current "Sin City" has made some modifications to this concept, and the story background of the game is still the future in time, but it is no longer so detached from reality. Su Li hopes to add some strong contrasts to the game's scene design.

Su Li discussed the design concept with Taylor and the members of the project team, and he persuaded Taylor and the other team members.

In this new "Sin City", the whole scene is still largely full of high-tech content, but it is clear that the city is in such a transitional stage, from a city of the previous era to a city of the future.

Here, you can see a lot of advanced facilities, drones, self-driving cars, and even some robots are used. But again, the city still hasn't shed some traces of the old era, and these high-tech facilities haven't fully integrated with the city, giving people the feeling of piling them up.

Similarly, another stark contrast between the bustling city center and the sprawling slums in the middle of the city, the former has set the road to a futuristic city, and the glamour of the city, which is still backward and dirty, with no future in sight.

These two places form a strong contrast, but they are located in the same city, which gives people a strong sense of impact.

The prototype of this slum is the legendary "Kowloon Walled City" of the last century, a sinful place that no one wants to set foot in.

It's a magical place, dark, dirty, narrow streets, labyrinthine corridors, where sin thrives and where countless criminals hide, a real place outside the law.

Because of its well-known legend and magical color, the Kowloon Walled City has also become the prototype of many cyberpunk scenes. Many cyberpunk-style games or movies, some of the slum-like scenes in them are based on the Kowloon Walled City, so you can imagine how magical this place is.

Sin City in the future Oasis has now chosen this as a key scenario archetype. The slums, modeled after the Kowloon Walled City, will be a very important setting in the game, as an outlaw place where players can hide from hostile forces.

Of course, this is not a safe place, there is a unique underground order, and players will face some other problems here.

The Kowloon Walled City has been demolished for decades, and the area has now been turned into a park, but there are still many texts and images that can be used as references.

The rest of the city, on the other hand, contains elements from different regional cities, and the choice of archetypes is no longer limited to one city.

The central area of Sin City's core is a testing ground for futuristic technology, leading the world's technological trends, and various buildings and facilities are mainly futuristic sci-fi style.

In the canon, Sin City is a city that brings together people from all regions of the world, and as a result, it has become a place where many cultures meet, and people from different regions have established some culturally strong areas in the city.

For example, there is the Japanese "Toei Castle" here, which is also a very important scene in Sin City, and the unique architecture, various signboards written in Japanese, and pedestrians in kimonos are the main elements that make up this place.

To complete such a city in the game is an extremely large project, at least in terms of investment.

In the coming period, developers will travel all over the world to shoot materials, and developers will have the money and time to find materials that can be used in the game. There are several cities in the preliminary plan, and two or three of them will be the main locations, such as the port city and Tokyo.

For this project, Oasis will not skimp on the investment of resources in the future, as a game maker, they know how much resources they need to invest in order to make such a game.

The details in the game are very impressive, if one point of investment can be exchanged for one point of gain, in the game production, if you want to get two points of gain, you may need to invest five points of resources.

GTA5 has been able to achieve fabulous sales and word-of-mouth, and it has been a big hit in making the game even more fun.

Now, Sin City is just as important to the future Oasis as important as GTA is to Rockstar.

For the Oasis of the future, the success of Sin City will determine whether they can go higher in the gaming world.

A real triple-A masterpiece, for game developers, is a process in which hundreds or more developers challenge their limits for a difficult and ambitious goal.