Video Game Designer

Chapter 175 Developing Elements

Regarding EA's decision, it was actually not surprising to Chuhe, and after receiving the reply from EA, Chuhe couldn't help but feel sorry for this company that borrowed a potato from a French company next door to make a server. Got some good feelings.

After all, in terms of cooperation, EA has indeed enjoyed cooperation with Tianhe Network.

In the PlayerUnknown's Battlegrounds project, Chuhe discussed the details of PlayerUnknown's Battlegrounds with everyone.

Although the gameplay and plan of the entire game have been established, some specific game features and some technical issues are involved. It is necessary to go through meetings and discuss with everyone to determine a general direction.

"About the background of the game, if the neon battle royale movie is used, will China's review be a big problem." Merrick opened the folder in front of him, looked at Chuhe and said.

This is an unavoidable question. You must know that China's review system is notoriously strict. Why is EA's business not focused on China?

They don't care about a market as big as Huaxia?

Of course, it is impossible not to care about the Chinese market, but because of the review, it is impossible to enter the Chinese market.

Whether it's the Battlefield series or the Need for Speed ​​series, except that they entered the Chinese market more than ten years ago when the Chinese market was not standardized, piracy was rampant, and the review system was not standardized. The officials made corresponding coordination, and even Sims couldn't enter the Huaxia market.

This also led to the shift of EA's focus on the Chinese market, but it is impossible to say that it really doesn't care about the Chinese market, and the cooperation with Tianhe Networks is to really want EA to have a game that can be sold, on the one hand. On the one hand, it is also a test aimed at the Chinese market.

However, if the background plot of PlayerUnknown's Battlegrounds is really set according to the Neon movie Battle Royale, then obviously there must be no way to pass the review.

"Blur the background, don't give too much introduction, if it's really not possible, add the background of the war exercise." Chu He thought for a while and said.

The background of the real battle royale must not be released, otherwise it will definitely be judged by the official as the three views are not correct, so don't even think about passing the trial.

If there is no other way, it can only be named as a war drill. At worst, some slogans and slogans will be added to the buildings and aircraft in the game.

What is "winning glory for the country, uniting and helping each other, obeying the party's command, and being able to win battles", anyway, it seems that the positive energy comes from it.

Of course, under normal circumstances, Chuhe still doesn't want to add these in the game, after all, it's a bit too messy.

Compared with Tiger who just came to China, Merrick, who has been in China for more than a year, obviously knows more about the policies here, and nodded when he heard Chuhe's words.

"Cultivating elements, I didn't write about this point, but in fact, in addition to the random elements in PlayerUnknown's Battlegrounds, developing elements is also very important." Chuhe said to everyone.

Even compared to the randomness of the core elements that Chuhe said before, the development of elements is also very important in the game of PlayerUnknown's Battlegrounds.

Even many players who can't eat chicken once in hundreds of hours, and can't kill people in dozens of games, can still play in this game with relish, what is the reason?

Door-to-door delivery?

Of course not, what they enjoy is the pleasure of a short-term cultivation. They slowly search for a costume from nothing. At the same time, if they can be the first in a team, the feedback on the game experience they get will explode. up.

In any game, the development of elements is actually a very important part.

Although DNF is said to be an arcade fighting online game, in fact, in Chuhe's own conception, DNF is a game that develops elements.

The first is to improve the level and skills of the game characters. When this part is completed, collect various equipment, and even collect different equipment for different dungeons.

After the collection of equipment is completed, it is time to continue to strengthen the equipment.

If a game does a good job of developing elements, it can be said that this game is basically half successful.

"It needs enough authenticity for players to bring in, but it can't be completely authentic to make the game hardcore." Chu He looked at the crowd and said something that sounded convoluted.

At present, the open world of mainstream games is popular, and more and more games begin to focus on three key points.

'Free sandbox', 'open plot' and 'realism'.

But games really need realism?

It is true that enough realism can bring players into the game, but if it is too real, the whole game will be too hardcore.

Think about it in an FPS game, if there are settings such as hunger, thirst, sleepiness or even to solve physical problems, you may find it interesting at first, but apart from the real hardcore players, how many ordinary players are there? Can you continue playing?

The fast foodization of games is not without some reason.

Listening to Chuhe's narration, everyone tapped the keyboard to record the main points.

For a game, it is impossible to perfect all the gameplay at one time. It needs to be determined by combining whether there are technical difficulties and the actual performance in the game at that time.

But the general direction of the entire game will not change. For example, Battlefield is a game that has always been based on creating a real battlefield atmosphere, and various settings in it are also for this purpose.

For example, the large-scale map, the drop of gun ballistics, and the improvement of the physics engine in cooperation with Tianhe Network, so that the physical destruction effect is better and the setting is all to create a war atmosphere.

"In addition, a rescue setting is added to the game, that is, if the player is killed in a team, he will appear in a near-death state, continuously lose blood, and can move slowly, while his companions can rescue." Chu He watched the crowd continue talking about the settings in the game.

This mode is not the first, and many FPS games have similar systems, including the previous Path to Survival.

"Finally, it is about the setting of the power grid. The rhythm of the entire game can be determined based on the best feedback from the players." Chu He said with a smile.

The timing of the game rhythm is a very important element.

Like real-time strategy games such as StarCraft and Warcraft, it is very difficult to grasp the rhythm of the game time.

Even an ordinary unit, a change in a skill will cause a change in rhythm.

But like a traditional FPS game like Counter-Strike, the rhythm of the game is very easy to control.

The same is true for PlayerUnknown's Battlegrounds. The setting of the power grid is actually the same as the time setting of Counter-Strike, and the game will never exceed a certain duration.

"The final setting of firearms, as well as some knowledge consultants for special field operations, will come in about a week." Chu He said.

There are special consultants for the related firearm ballistic design, as well as the character action design in the game.

For example, in the development of Left 4 Survival, special consultants are hired, and even in order to understand the relevant gun feel information, etc., the entire team has to experience it for themselves.

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