Video Game Designer

Chapter 246 QTE Elements

What a willful answer, what an enviable fact, looking at Chu He who said such words in a tone of indifference, Gabre next to him couldn't say a word for a long time.

Think about their Black Light Studio. Before that, they outsourced projects to others, and came up with excellent projects one after another, and even some classics in the mouth of some players. As a result, they have worked hard for many years without getting half a dime. Finally, the whole team decided to go it alone. As a result, after making part of the game, they found that the funds were suddenly insufficient.

And this fund is not a gap of tens of millions of dollars, but a gap that can be filled with one or two million dollars.

Then look at other people's projects with hundreds of millions of dollars, just do it as soon as they say it, and just continue to increase it if they don't have enough funds. This kind of attitude that doesn't treat money as money makes Gabriel envious and jealous.

Perhaps, Black Light Studio was acquired, so being a licking dog is also a very good choice?

Gabre, who has always insisted on independent power, suddenly understood why most of the studios after the success of the project invested in international giants such as Microsoft, Sony, Ubisoft, and EA.

money! Funds!

Although self-sovereignty is very important, for games, especially large 3A games, isn’t it funny that you don’t have money?

No gamer would resist the temptation to make a triple-A game if possible.

When most studios accept external capital, have they not thought about the possible loss of autonomy?

Of course they have thought about it, but in order to have more funds and more capital to complete the game in their minds, they can only do this, otherwise they will not be able to lose even if they only rely on their own capital accumulation. Must be able to make the game.

A small company making a large game, unless it is really a man of destiny, otherwise, it can be summed up in the four words of seeking death.

Even Blacklight Studio has a good reputation in the industry, especially its game production ability, except for the program, it is all world-class.

But because of the misery, in fact, the early black light studios have always hoped to sell themselves, at least for a good price, but either others looked down on them, or they couldn’t pay for what they liked.

In order to make a game, due to the lack of liquidity, in addition to thinking about continuing to engage in the old industry, I also have the idea of ​​logging on to crowdfunding websites to crowdfund the game.

If it is a small studio that has just been established, there is no problem in doing this, but the key is that Black Light Studio is not an unknown person, so one can imagine how miserable it is.

"The cutscenes are a bit too long." Chuhe didn't know that Gabre next to him had let go of his brains, and even thought about whether to hug his thighs, but he still focused on the game.

Although the foundation has not been built yet, the shots about the game and the original painting shots have been prepared. Of course, these can only be used as a reference. After the game is actually made, there will be another scene. It may be far better than planned, or it may be far hotter than planned.

Looking at the performance of the plot, Chuhe touched his chin.

The CG animation, which usually lasts about 1 minute, is not skippable, which makes Chuhe feel a little messed up.

Perhaps exquisite CG animations and well-made game CG animations can bring players a deep sense of substitution and immersion, and can better help game producers tell what kind of story this game is like.

But are these really necessary things for a game?

It can be there, or it can be long, but if this kind of animation cannot be skipped, then it is a bit messed up.

After all, players want to play games, not watch American dramas.

"It will be added here, but it is not marked in the plan." Gabriel explained.

Chu He nodded after listening. There are a lot of game system designs, especially this is still the first draft. It is normal for some places to be missed.

"Moreover, we also have a plan, that is, the plot in the game, and all the plots are told by means of instant feedback." Gabre talked to Chuhe about their thoughts.

According to their vision, similar mandatory CG animations will be cancelled, and players will be allowed to complete the direction of the plot through operations in the animation. Of course, this direction is still irreversible. For example, if a mission A asks you to kill B, this Sometimes you can move freely and kill B, but you can't kill A.

It sounds a little hard to understand, but if you understand it as a variant of the QTE type, you almost have a concept.

"The AI ​​of the NPC in the game needs to be good enough, and the real-time computing of the game as a whole needs to go further." Through Gabriel's explanation, Chuhe soon had a concept in his mind.

Indeed, compared to just enjoying a game CG, being able to operate by yourself, and not the traditional rigid operation of pressing buttons with QTE, this can indeed make players feel more immersive.

But again, this has very high technical requirements, such as the AI ​​system of the NPC in the game, and the resource utilization of the system.

For example, in a scene, you can choose to use cold weapons to attack the enemy, you can also use firearms to attack, you can also communicate with the opponent, and you can also give up the fight and run away; then when you choose instantly, the system does not know which one you will use. When you suddenly choose to use cold weapons, the rendering system will call out the graphics files using cold weapons from the reserved rendering files for instant rendering. This is instant calculation!

Therefore, this requires the system to have enough capacity reserves to cope with the instantaneous graphics calculation, otherwise there will be what we often say about the card, which is caused by the system configuration not keeping up. To put it bluntly, it is actually a frame loss phenomenon, because the system is calculating Time has already appeared incoherent, and the reflection on the screen is that the characters freeze and jump forward frame by frame.

Even though today's technology is getting higher and higher, and there are more and more games that use real-time calculations, there are only a few games that are really usable. For example, Metal Gear, developed by Hideo Kojima, is one of them. one.

For example, the games of manufacturers such as Ubisoft and Blizzard still use CG animation, or pre-rendering and pseudo-real-time calculation.

"There is no problem with the AI. In fact, we have begun to experiment with the new AI system program in PlayerUnknown's Battlegrounds. However, it is still no problem to design several kinds of 'real-time responses' to make the real ones look like real ones under certain conditions. The most important thing is For the skill development of the host platform." Prot next to him interjected.

Listening to Plott's words, Chuhe was a little stunned.

What's the matter? I don't know about this matter! ?

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