Video Game Designer

Chapter 250: Freedom needs

To use a common phrase to describe the domestic Tianhe network, it has been imitated but never surpassed.

  Whether it was the early famine and the way to survive, DNF games have always been imitated by domestic counterparts. Some of them have failed and succeeded, but they have not surpassed.

   Even Wangyi's most successful chicken-eating mobile game has seized the three elements of low configuration, mobile terminal, and free, and successfully attracted a large number of players, but it has not reached the height of the Jedi survival.

   However, if you look at it from the point of view of money, NetEase is still very successful.

  Regarding why the Tianhe network game can be so successful, in fact, there have been analyses within the teams of various companies, but in the end, they were helpless.

   Because this model is basically impossible to copy.

   Apart from the excellent quality of its own games and the excellent game creative gameplay, the game that really makes Tianhe Network prosperous is still the right of its operation team.

   Other game manufacturers, such as Wangyi, Shengda, and some small and medium-sized game manufacturers, although they also have an operation team, have a strict KPI assessment system internally.

   And its operation team, usually not a fixed operation team, but short-term, once a project is done, go to another project.

   Plus to maximize the benefits, such as various so-called activities used to attract players, although it looks great, in fact, activity rewards are not useful at all, forcibly suppress the game's version progress.

   These are strange things, but it is not that there is no operation team that really considers players, but these people will generally be unemployed quickly.

However, there is a successful example of Tianhe Network in the front. Not all companies in China are the original strategy of killing chickens and eggs. Some small game manufacturers, or studios, began to take the strategy of Tianhe Network and put a long-term strategy. Fishing for big fish makes the game more conscience, not the kind of comfortable ones that you can't play without krypton gold.

   Regarding the domestic game environment, Chu He is certainly not clear about what has been affected because of his own reasons.

  In the office of Heiguang Studio, sitting in front of the computer, looking at the planning book that has been revised many times, Chu He is continuing to amend it.

   At the beginning of the wilderness project, Chu He and the subsequent determination of the project discussed a lot.

   A sandbox game, free and open world.

   This is a game design set by the team, but in fact it cannot be completely called a sandbox game.

   From the beginning of the market, mainly line *, and then there are multi-line *, also known as multi-end and multi-option games, players can make various options in the game, which affects the final outcome.

   is like the ancient sword and martial arts. Although a design like the rebirth system has been created, it is an irregular linear game design aside from the polished shell.

   The pursuit of freedom is actually a human nature, and it is also true in games.

   Previous games were constrained by technology and design philosophy, and were mainly line-based.

But in fact, it has appeared as early as the last century. In 1993, a game named Elite appeared. It has a profound development concept and leading technology, which allows it to show a free game world in which players can Free movement and choice is no longer a maze shooting in the past. In words, it is like an open universe.

Of course, what I’m talking about here is just the design concept of the game. If it’s the gameplay, etc., it is estimated that no player can still calm down to enjoy the happiness brought by that game, and has already accepted the 3A-level game bombing Players, it is difficult to face the game composed of simple lines.

   From linear to free, almost any manufacturer, when playing games, it seems to emphasize that our games are very free, you can do whatever you want.

   For example, at your first level, you can directly hit the final BSS.

But there must be gains and losses. When players play free sandbox games, excessive freedom will also make the story of the game scattered, especially if it is not a storytelling game defined by free sandbox itself. After the sandbox mode, if you are not able to satisfy the players in free exploration, you will add to the game and turn the advantages into disadvantages.

Because in the free sandbox game world, it is difficult for players to listen to you tell a good story. The attribute of freedom will make the atmosphere created by the original game disappear and make the player feel less substituted. To freezing point.

Think about it. In the game, the village chief knelt down on the ground and entrusted you to fight against the monster to save the village. Then when you took out the Kunt card, the village chief cried and asked for help a moment ago, and then turned to the next one. The second is'No one can beat me in this village'; or your wife was killed and your son was abducted, but you are addicted to picking up trash in the wasteland world; After waking up, he became addicted to human trafficking.

   A story-telling game that combines its own exploration together, then these phenomena will inevitably appear, which requires a choice between trade-offs and trade-offs.

The thing Chuhe is going to do now is to think about how to make players immerse themselves in the game world to the greatest extent without peeing. www.NovelMTL.com~ experience them as creators of the game world They bring them fun.

"In addition to temporarily blocking the remaining sidelines and small games that are not related to the mainline during the mainline task, it seems that there is no better choice." In the black light studio, I looked at the problems and modifications made by Chuhe. Gabriel thought about it for a while.

   A lot of things can't be done if you want to do it. There are too many things to consider, and there are too many places to compromise.

   Often in a game, adding a cool idea will make him a masterpiece, but if two cool methods are added, it may make him a bad work.

This is all possible, and at least for sandbox open world gameplay, how to maximize the immersion of players in the story, this is a direction very worthy of study by game makers, but at least for now So far, even Chuhe couldn't give a very good solution.

Not even Hideo Kojima. In the previous Kojima studio in Tokyo, Chuhe played a trial version of death stranded. Although he didn’t experience all the gameplay and plots, there was a count in Chuhe’s heart. .

  That is, Hideo Kojima chose the latter for a higher degree of freedom, and for the completeness of the substitution of the story.

"Do it slowly, we have sufficient development funds and time, slowly polish the game, I believe the players will understand us." Chu He will close the planning document, while talking, while taking out the phone, it will just be sent The post-processed video is sent to Twitter and Weibo.

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