Chapter 6 The Road to Breaking the Deadlock
The location of the early Song Dynasty is very distinctive, and all kinds of paper books occupy a large space, and there are all types, all-encompassing, and rich in content.
Meng Jingyi is now more accustomed to e-reading, and when he first saw Song Chu walking into the studio with a large stack of books, he stayed for a long time.
Soon he got used to it, because more and more books were brought over by Song Chu.
In the studio, Song Chu is relatively old. At the beginning of the Song Dynasty, he entered the future oasis at about the same time as Meng Jingyi, and he experienced the entire process of the "Three Kingdoms" project team from its establishment to the present.
However, compared to Meng Jingyi, Song Chu had been working in Xishan for many years before the beginning of the Song Dynasty, and he was older than Meng Jingyi. He came from a history background, and is the task designer of the current project team, as well as the plot designer.
Meng Jingyi still has great respect for Song Chu, and this respect does not come from his age, but from his level. For Meng Jingyi, Song Chu's level of mission design and plot design made him admire him very much.
What Meng Jingyi admired most in the early Song Dynasty was not his relatively solid foundation in the history class, but the incomparably broad knowledge and bottomless depth of knowledge in the early Song Dynasty.
For example, at the beginning of the Song Dynasty, he knew a lot of unheard of wild history and miscellaneous stories and character stories that Meng Jingyi had never heard of, and he could also do some unpopular miscellaneous studies and mythological anecdotes at his fingertips. These things may not necessarily be true, but they are very useful accumulations of knowledge for a game's story designer and mission designer.
Many times, a task that impresses the player is often because of some small details.
Aside from the task design of those mechanical processes, excellent plot design and task design are very challenging of a person's level, and there are basically no shortcuts in this regard, what is tested is the designer's skills.
Of course, most online games don't pay much attention to mission design and plot design.
The tasks and plots of online games have abandoned the role of "expression", and the tasks have become a completely mechanical process, stripped of the attribute of "storytelling", repeating things such as "killing a certain number of monsters", "obtaining a certain item from a certain monster", and "picking up a certain number of certain items".
Although the tasks of online games are generally not free from this form, the simple repetition can easily make players bored.
Online games can also give birth to classic and interesting quests, such as "Love and Family" in the early days of Warcraft. Later, those online games with a strong stand-alone style have been close to stand-alone games in terms of mission design and plot design.
Meng Jingyi feels that the task style and theme of a game are closely related, and what Song Chu admires him about is that he knows how to design a task that can mobilize players' emotions and give players a sense of substitution.
This is a relatively high-level skill, and being able to mobilize the player's emotions in the process of the task naturally is considered the level of a master designer, and Song Chu is very clear about a task, the most suitable way to express a plot. Tear-jerking, blood-burning, sensationalism, these things are just tools for him to mobilize the emotions of the players.
Of course, in order to make such a mission design, you have to have the right type of game. You can't ask for that kind of design in a legendary game, the simplest thing to do is to slash people and monsters is the best thing for this kind of game.
The design of the game "Three Kingdoms" has a strong stand-alone game style, and the overall style is similar to the online version of the stand-alone game. There are already a lot of developers who have tried this type of game development, such as UBI's The Division, and Destiny 2 by Bang Chicken.
There are also some problems with this game mode, such as Destiny 2, which has been criticized for its boring late-game content, and many players have commented that this game is nothing but graphics, and it is one of the most disappointing games of 17 years.
For Future Oasis, making a game of this type is quite a challenge, and they have made a detailed analysis of the games of this type that have already been released, including the advantages and disadvantages, game features, etc.
They have a lot of problems to overcome, such as optimizing the social nature of the game, how to design rich post-production content to keep the game hot, etc.
Now, everyone in the future oasis is looking for a way to break the game.
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Meng Jingyi walked over with his tablet and said hello: "Old Song." ”
Song Chu raised his head, saw Meng Jingyi coming over, turned around and asked, "Something?" ”
Meng Jingyi looked left and right, found a place to sit down, and said, "I have a new idea here, and I will discuss it with you." ”
Song Chu nodded, the communication between team members is quite frequent here, sharing ideas and discussing problems is part of the job itself.
Meng Jingyi took out his tablet, called up what he had written, and said, "I plan to combine the environmental interaction system with our dynamic task system. ”
After this bounce, the whole team clarified the main gameplay content of the game "Three Kingdoms".
In terms of character development, the player's level in "Three Kingdoms" is not the focus, in the first version of the game, the player's maximum level is level 30. As long as a specific main quest is completed, the player's level will naturally be increased to the maximum level.
Only at the maximum level can players unlock the full gameplay content of the game.
There is no clear division of classes in the game, instead there are different basic skills obtained by equipping different weapons, as well as a more unique "star map" system.
The "Star Map" system is the core character training system of "Three Kingdoms", which determines what the player's game character is like.
In this star chart, starting from the very center, there are hundreds of "stars" connected to each other, and each star that lights up represents learning a skill, or getting a certain attribute improvement, and strengthening the skill.
After lighting a star, the player can continue to light up the stars that are directly connected to that star.
There is a limit to the number of stars a player can light up, depending on the player's level, the rewards for certain quests, or some special equipment.
For players, each point represents a way to play, with different weapons, different equipment, can create their own unique character, or create a unique genre.
Players can wash up at any time, and as long as they play one character, they can experience all the gameplay.
In the later content of the game, PVE content will be the main content of "Three Kingdoms", and PVP content will be used as a supplement to the former.
The dynamic plot advancement and dynamic mission system are the highlights of "Three Kingdoms". Through these two systems, "Three Kingdoms" avoids the homogenization of later game content and increases the richness of later content, which is also an attempt by "Three Kingdoms" to break the repetitive tasks in online games.