Chapter 112: Anything can be saved, Elizabeth can't be saved!
Find out the blind box and enter a keyword.
"Dystopia" and "High AI Heroine"
Luck was better this time.
In just one run, the blind box opened what Kejin wanted.
The "Infinity" project book was in the bag, and Ke Jin began to plan.
This game was not too well-known in China in the previous life, but it does not mean that it is a game produced by a small workshop.
On the contrary, the parent company that endorses it is Take-Two, which is known as one of the two giants in North America, and the other factory is the famous EA.
Since Take-Two is only a capital injection, it may not be too well-known in the player circle.
But it does have two game development companies that are well-known in the gamer community.
One is called 2Kgame
The other one is called R-star.
"Infinity" is the finale of the "BioShock" trilogy developed by 2K.
The company also has another popular masterpiece - the "Civilization" series
Even among the various game factories where the gods fight, 2K is one of the leaders in the industry.
In 07, the first part of the "Bioshock" series was opened for the first time and won the TGA Game of the Year award.
And when the third generation of "Infinity" hit the shelves, it was also nominated for the best of the year by the TGA in 13 years.
The main reason why I didn't win the annual award in the end.
13 years is an era of immortal fights.
The game that was nominated for Best at the time along with Infinity was.
The Last of Us
Super Mario 3D
Tomb Raider 9
And in the end, it was a small game with simple folk customs that won the best award of the year.
The name is called-
GTA5.
Of course, it's one thing to give him love more than to be able to fight.
Another aspect of Infinity's unfortunate ambition is that the game is a half-finished product.
Yes, a game that has invested an additional 500 million before and after.
In the end, it came out as a semi-finished product, and despite the extreme praise and disparagement of players, it still received the best of the year nominations and won a total of 85 awards in the game industry.
There have been many people who regret that if "Infinity" had not changed the company halfway back then, almost all the original redos had been overturned, and even the game itself and the demo presented afterwards would have been like two games.
It is difficult to say who will win the real annual award in 13 years, and the popularity in later generations will not be so bleak.
Ke Jin has never liked this statement.
Although it is a pity that "Infinity" came out as a semi-finished product, its semi-finished product is not caused by external factors.
It's not that his big brother R Xing held his brother's hand and didn't let his brother do it, so it caused "Infinity" to not do a good job.
Conversely, during the game design period, R Star also provided a series of elite designer assistance for 2K.
It belongs to the fact that there is indeed a big defect in oneself, and if one does not do a good job, he must stand up when he is beaten.
If?
There aren't so many ifs.
But he lived again, and he had a young and vibrant high-quality game design company on hand.
There is even a detailed plan for BioShock Infinite.
Kejin intends to make this ninth work of art, even if it is a semi-finished product, still flawed, after being modified and dross, to re-exude a newer and more tenacious vitality!
First of all, there is the combat system.
"Infinity" is an act to highlight the art style and the strong relevance of the story to the game.
A large sum of money was burned on this, so that there was not much that could be allocated to the combat space.
On the other hand, due to the linear narrative style, the time it takes for players to understand the plot is also greatly reduced.
What do you mean?
Players basically follow the route set by the developer, which is a great feature of linear games.
And this feature leads to another consequence - the player's time to understand the game's kernel is drastically reduced.
Since I can complete the task by following the path given by the designer throughout the whole process, I can get a cool feeling by suddenly killing all the way.
So why bother to understand the core of your game?
This is almost a common problem with linear game design – it's hard to present a meaningful game theme in a limited space.
And many game manufacturers in the previous life, in order to avoid making their games look too monotonous.
The other way is to do it.
Increase the difficulty of the level so that the player is stuck on a node/campaign.
I had to settle for the next best thing, and I repeatedly used the monster upgrades in front of me to practice, and then tried to improve myself.
In the process of upgrading, I will also calm down and slowly complete the world view of the entire game according to the surrounding art scenes, or the diary scattered on a certain bench, a letter turned out of the trash can, and other details.
But Infinity doesn't do that, and the weapons that are issued to players at the beginning are actually enough for players to fight all the way to the level.
As a result, the game's story content will be compressed into a more extreme space.
Here's a very simple example.
You now need to explain all the small content of 'Xiao Ming ate three kinds of food' in the first level of a game, so that players can know which three foods Xiao Ming ate and be impressed.
At this point, the best course of action is:
Tell the player a story that connects the three foods, and as long as the story is good enough, it will leave an impression.
But don't forget, this is a game, and the game itself should not contain more than just a story.
As a result, designers need to add gameplay-rich elements to a level.
It doesn't matter if it's hand-to-hand combat, or if it's a long-range fire suppression with a thermal weapon.
Whether it's ancient and magical magic, or alternative parkour assassinations.
You always have to give players something they can play.
Well, in this way, new problems arise.
The flow of a level is only so long, and the gameplay and story need to be stated separately.
If you want to experience the story and gameplay in its entirety, players need to spend twice as much time in a level or even more.
Once the flow of a linear game is lengthened, there will inevitably be a sense of hollowness, and the player will gradually become bored, which is a terrible thing.
However, if you integrate the story directly into the game, you can shorten the game time.
Then there will be an even stranger situation.
You're fighting the enemy here, and then a series of narrations pop up as you fire at them, with bullets and screams blaring.
On the other hand, the narrator's babbling voice or subtitles pop out right under your nose.
This will give players a very chaotic feeling, and in the end, I didn't understand it, and I didn't understand the plot, so I didn't understand it.
As a result, games designed in the early years usually adopt one approach.
Heavy game, light plot.
Including "Hollow Knight" and "Stardew Valley", the design method is to refine the plot, do the ultimate subtraction, and then integrate it into the world background.
For players who are not interested, it doesn't hurt to just play the game and not know the plot.
Interested players can slowly refine and complete a world view from the details presented in the background.
to competitive online games like Jedi.
It's even simpler and crude.
There is not even a plot.
Plot? What plot do you want?
I don't need players to know my story, I just want players to kill in my game!
But the approach of "Infinity" was ahead of its time.
It is heavy on the plot and light on the game.
A large number of resources are poured out, and the beautiful interpretation of the ninth art is impressive.
But in addition to the narrative, its combat system cannot coexist better with the plot.
This resulted in a large number of cuts.
Players can only carry a total of two different types of firearms, and any extra guns are not even allowed to fit in their backpacks, but can only be thrown on the ground.
Although there are weapon upgrade options, the feedback of the upgrade is not obvious, and after the whole process experience, it is difficult for the player to upgrade multiple weapons with the resources obtained, usually basically holding two weapons to the rhythm of gnawing to death.
It can be seen that the designers deliberately cut the combat link to make way for the artistry and narrative style of the game as much as possible.
It is also destined to be singular in its gameplay.
This was almost a bold idea ahead of its time at the time, but due to the technical and development bottlenecks at that time, even 2K, as a large manufacturer, was difficult to justify.
In fact, there is a good solution to this problem in later generations - the open world.
An immersive open-world style game genre led by titles such as Big Cousin 2 and Breath of the Wild.
It is a good interpretation of what it means to coexist with combat and narrative, and to upgrade and fly together with the world view.
However, Kejin doesn't plan to turn Infinity into an open-world game.
As an open world, it's not a little bit less detailed.
Instead of having the energy to perfect the details, it is better to directly take out a big cousin.
Moreover, Infinity does not need an open world, and its linear setting is already perfect.
It's just that I still need some small help from the later generations of time-travelers after experiencing the development of the gaming era.
Change "Infinity" from the original linear to Hakoniwa!
In "Infinity", there are actually not a few buildings in the scene, but most of them are textures, and the houses are not allowed to enter.
Player One already has PUBG design experience, and making an open house makes perfect, and an open house won't change the core direction of the game.
Players can go into the homes of various passers-by NPCs to explore and collect.
However, the types are still limited to ammunition, blood medicine blue amount, gold coins, and these simple supplies can be.
At the same time, you can also hear a few short conversations from the NPCs.
The content doesn't need to be too rich, it's just used to fill in the background of the times that are not too well presented in "Infinity".
and the environment of the times, the true portrayal of the contemporary people.
And then.
Under the condition that the core of the main story remains unchanged, some of the less important main lines are moved out and presented to the player in the form of branch lines.
It is also a kind of sadness for players who only want to understand the main line to quickly and briefly understand what kind of story this is, so as not to get through to the end and be confused, and finally can only summarize a Western ideology and culture.
Players who want to improve the experience can also discover the grievances and hatreds between these NPC characters through various side quests, and depict more side details for them.
Second, the innovation of the combat system.
While retaining the original weapon style, it enhances the weapon's response strategy in different scenarios, rather than making most players brainless to use one weapon to clear the level.
It also adds the ability to carry multiple weapons, but reduces the amount of bullets you can get, highlighting Elizabeth's value.
Finally, reduce the unreasonable gold consumption when upgrading weapons in the game, and strengthen the positive feedback that players bring with each gun upgrade. It's not that the money is spent but I don't feel that it has become stronger.
Third, the gramophone.
The setting of the gramophone can be said to be an important feature throughout the entire series of "Bioshock".
These things can record the inner monologue of all kinds of NPCs, and they belong to their most authentic inner words.
Players continue to collect gramophones from place to place, in order to slowly unravel the truth of the entire worldview.
Belonging is an important prop.
But the performance in the original game is:
After the player picks up the gramophone, they need to click to enter the menu interface to view it.
And looking at it itself doesn't make it cool.
So much so that watching the phonograph is a very torturous thing.
Change!
From the player looking for the gramophone, Elizabeth will take the initiative to pick up the nearby gramophone, and through the emotional reading, rich details of expressions and micro-movements.
Finally, add her personal feelings or complaints after reading to deepen the player's impression of these plots.
After finalizing the details that need to be changed, I read through the plan and think it through.
Kejin added another stroke.
The same route guidance UI made in "Infinity" as shi, and the modification is more conspicuous.
And make it start from a direction that the player can see.
And not from the feet of the character.
In the previous life, when Kejin played this work, he was not less provoked by this shit guide UI's blood pressure explosion.
"Finally, there is the modeling part, which can appropriately pull up the accuracy of character modeling, after all, the technology of 13 years is not the same as the current technology."
Some old games need to retain the classic flavor.
But like a 3A plot, the excellent painting style itself is also a big selling point, so there is no need to retain the original taste.
Ke Jin called Gou Chehua to hand over the reorganized plan to him, and asked him to notify the heads of various departments, so that after the big guy read the plan, he would make a preliminary estimate of the approximate human investment and financial investment required.
In the previous life, "Infinity" burned 500 million funds, and this cost can be used to develop five or six PUBG.
However, the reason why it is so burned
Money.
is because "Infinity" was demolished and redone once, and during this period, it also experienced a major change in the company.
Normally, its principal injection is about one to two hundred million.
This money, the number one player can barely get it at the moment.
If it really doesn't work, let "Jedi" go out to pick up customers.
Contacting Hiroko business order back.
When you are a big brother, what's wrong with earning some milk powder money for the little sister who is about to be born in the family!
And soon, with the distribution of the proposal.
The heads of various departments calculated and summed up, and the preliminary R&D funds were about 180 million.
This is the figure that the supervisors put together and studied, and cut down a lot of the less important budgets mentioned in the plan.
"Shhh...... 180 million. Ke Jin was a little embarrassed.
180 million is almost the sum of the public funds of the entire company + all the funds he currently has on hand.
This is still the case when the company's revenue is taken into account for the next month.
After all, the company has already experienced two projects that are not profitable, the proceeds of "Hollow" set up a love relief fund, "Stardew Valley" is completely free, and "Black Bully" is too small to support alone.
The whole family almost relies on the eldest brother "Jedi" and the second sister "Ark of Tomorrow" to support half of the sky.
Once 180 million is out, the follow-up maintenance, operation, activities, and updates of other games will almost be suspended.
It will take at least two months to recover.
"But even if it is to pick up Hiroko, "Jedi" will not be able to make up so much Hiroko for a while."
Just when Kejin was discussing with the heads of various departments how to solve the problem.
Many high-level employees suggested that some of the details in the proposal could be cut off.
There are some facial details that players can't even see if they don't look closely, and they belong to the icing on the cake, and it doesn't hurt if you don't do it.
These scattered knives were cut down.
It can reduce the budget to 160 million in an instant.
Ke Jin finally has a deep understanding of what it means to raise a poor man and a rich woman.
The actor Booker didn't spend a total of 500,000 yuan to get it with dubbing.
Elizabeth can save 20 million yuan with a few cuts......
Ghosts, big gold swallowers!
However, Ke Jin still shook his head and rejected the proposal.
"Anything can be saved, but Elizabeth can't."
As the soul of the whole game, she is also almost the most influential heroine in the history of Earth games, known as the best support in history.
Almost single-handedly laid the template of 'how female characters should play when playing in support positions' in subsequent games
You can't save any stupid money.
Big deal, I'm going to sell blood!
Of course, it is not so exaggerated as selling blood.
Eventually, Ke Jin took Yubao's small treasury as public funds.
As the only two real shareholders of the number one company.
She is able to get a certain percentage of dividends for each game.
This little rich woman has been silent for the past year, and a person who is actually depressed and has to have a small 10 million.
What's more, I hardly saw any changes in Yubao's daily life.
I haven't become generous at all, I'm just gritting my teeth in some small luxury clothes, but I haven't added a few new clothes to myself in the past year.
Thank you for saving money for my brother.
Let's praise Yubao together!
Well, the compliments are over.
Bring it to you!
(End of chapter)