Video Game Designer

Chapter 295: Heavy Rain

Compared with general game companies, the internal planning vetoes the discussion, and then allocates 30% of the funds to make part of the content of the game to experience the actual effect. When the effect is not satisfactory, it is directly vetoed to stop the loss in time.

The efficiency of Tianhe Network and several studios under it is much higher. After receiving the news from Chuhe, a special project account has been established.

The two projects of Longzu and TINGK have also started production, including the acquired visor studio, etc., which remain the same as the original location, still in the United States and Germany.

However, although the production of the project has already started, the progress of the project should not be as fast as expected due to the cooperation of the team and the use of new technologies and engines.

Including the establishment of various departments, today's Tianhe Network is almost half a complete body, including game CG, motion capture, model imaging, etc., and audio, not only in Jinling, but also in the United States. studio.

In addition to the project work of the department, sometimes even some outsourcing can be accepted.

In the QD studio in Paris, all the employees, including Cage, felt a little apprehensive at this moment. The big boss who bought them was coming to the studio.

"Head, what kind of person do you think the boss is?"

The creative director of the team in the office asked Cage.

The few people next to him also looked at Cage with curious eyes.

"When I came back from the United States to grow up, you have already asked me." Cage rolled his eyes, looked at the team and said.

"But will you really give us the funds to make this type of game? After all, compared to mainstream games, there is no market for this type of game." Someone in the team said anxiously.

Interactive movie games, that's one place they feel they'll be successful.

But they think it's theirs, and in fact any investor doesn't think interactive movie games are going to be a good bet.

At least this is how it was in QD before it was acquired. Even though they have explained many times why their team is more suitable for this type of game, the complete planning plan is always pushed away again and again, and then let They made it ARP or ARPG, a popular game with a wider audience.

"Of course, BOSS is also a game practitioner. I believe the demo we made will impress him. Otherwise, why would he want to come to the studio to have a look after receiving our demo?" In contrast, Cage is very confident.

"But he's also a businessman." With a curl of his lips, the chief planner of the plot in the team said with some distaste.

Cage was still about to say something, but the phone in his pocket rang suddenly, he took it out and took a look, then stood up quickly: "Okay, don't talk, now go and meet our BOSS first."

…………

"Is this the whole project book? It looks very detailed." Sitting in the meeting room, looking at the contents of Cage's U disk folder, Chu He propped his chin with one hand and put the other hand on the mouse pad Tap lightly.

"Yes, in fact, our entire team has been working on this project for a year, but all of them failed." Speaking of this, Cage shrugged his shoulders.

Chuhe didn't speak, but just nodded.

Very detailed, at least from the point of view of a project application.

The story happened in a small town on the east coast of the United States. Whenever the rainstorm poured down, the police would find the body of a boy about 8 to 10 years old in the rain, holding origami in his hand, and an orchid on his chest. The number of victims has reached 8, and the case has not been solved so far. The whole story revolves around 4 protagonists, and we can understand the cause and effect of the incident from different story lines.

"It seems that this is different from mainstream games." Chu He said to Cage.

"Yes, this is an emotional journey. There is no emphasis on exploration and fighting, or decryption exploration. Even if these elements are in the game, we have plans." Cage nodded and said.

"Is this a game with multiple endings?" Chu He looked at Cage and continued to ask.

"This is inevitable. We have to consider the content of the game, and this is also a feature of interactive movie games. Every choice and action will bring a different ending and life." Cage nodded.

Chuhe didn't speak, just looked at the project plan, and then leaned forward a little.

Will this be a good game?

Chuhe couldn't tell, including Cage and all QD employees, they didn't give an accurate answer.

It can be said that interactive movie games are really a very niche game, and this is indeed the case in terms of sales.

For this type of game, the most important thing is the sense of substitution. In a less rigorous way, this type of game is played for the plot of the game.

This is not a so-called fast food game. Playing this kind of game requires players to have a little patience and be able to substitute themselves into the game, which will make them feel interesting.

"About the duplication of plot and game content, how do you solve it?" Chu He looked at Cage and asked.

For an interactive movie game, this is a very important point.

Games with multiple endings and multiple lines are not uncommon nowadays, but the most critical point involved is that when players play this type of game, they will inevitably experience repeated plots.

When facing the unknown, players will feel anticipation, but facing one familiar scene after another even with their eyes closed, they all know what will happen next, which is not so fun.

For example, in Long Zu's Ancient Sword and Fairy, they took advantage of the vegetable dish of "rebirth" to avoid boring players from repeating the plot.

"The optional time point and the change of each event will present different plots through real-time calculation." Cage obviously thought about this issue a long time ago, and replied immediately after hearing Chuhe's question.

This is the most effective and common method, but few manufacturers use it, because it represents an increase in cost. For interactive movie games, the increase in cost is very likely to face the dilemma that this project cannot make money , so since this project can't make money, why do this project?

So even if this is a good method, except for some manufacturers that focus on the secondary, there are very few interactive movie game development teams that "waste" funds on this.

Chuhe didn't speak. This is probably the best solution at present, but the constraints of the game type itself and replayability have always been a big problem for plot games.

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