Game Entertainment Empire

Chapter 655 Changes in the single-player plot of

Regarding the production of the multiplayer story mode in "Battlefield", Yang Chen and his team finally decided to proceed from two aspects.

The first aspect is to show it in the environment of a large battlefield, such as the Battle of Verdun, the Battle of the Somme, the Battle of the Marne, the Battle of Berlin, and the Normandy landing battle. These will be presented to players in a large battlefield. show.

In this part, the player's role is not a fixed role, but a fragmented one.

In another part of the mode, it is biased like in "Call of Duty: Modern Warfare", where a main character or a team is used to show the tasks performed by a certain team in a certain battle.

Dividing the plot of the game into two points to show the players, this was Yang Chen's final decision.

As for the content of the game.

Of course, it is impossible to directly show all the battles of World War I and World War II in the dream memory to the players through a "Battlefield".

This is not realistic, and it is different from RTS games like "Red Alert".

The shaping of map modeling in the game, as well as various engine damage effects, lighting rendering, etc., can be said to be a very huge task.

I really want to bring all the battles in the dream memory to the players in "Battlefield".

Yang Chen didn't know about other things, but the only thing Yang Chen knew was that after UEGA saw the cost budget, they would definitely pee their pants.

Although it has been said that it has invested heavily, assumed most of the risks, and invited Nebula Games to produce "Battlefield", but that can't support such a large investment.

Not to mention the bankruptcy of UEGA, it will definitely hurt the muscles and bones.

Moreover, if such a huge project is sold at the ordinary 3a level price, it must be difficult to recover the cost.

As for the price increase, it would definitely be even uglier.

For the big battlefield battle, select several representative battles for production, and this part is mainly to bring the atmosphere of war to the players.

Just like the plot content of "Battlefield" in the dream memory.

In the follow-up, based on these large battlefield battles, select one of the well-known battles for production, and enrich the content with a narrative framework like "Call of Duty: Modern Warfare".

The content after that is presented a little bit in the sequel.

The battle that Yang Chen chose in the current content of "Battlefield" is the Normandy landing battle called "Operation Overlord".

Unlike the dream memory, which is completely adapted according to the real historical battle, the game production needs to be strictly followed by the historical progress of the battle. For Yang Chen and the Xingyun game team, this aspect is much more relaxed.

It is completely possible to change some of the order of the battle, choose the elements that can best express the charm of the game, and add them.

………………

In Nebula Games' "Battlefield" project room,

Yang Chen, Wang Ye, and UEGA's technical team watched the deo demo in the game.

It's not part of the multiplayer game, but part of the single-player storyline.

For the testing of multiplayer games, there will be another specially outsourced game team for game balance and bug testing.

As for the single-player plot, it is more about detecting the plot of the game, as well as the difficulty of assigning levels and enemies in the game.

"This is simply too cruel, it is really called 'five seconds to die'."

Looking at the coast scene at the beginning of the Normandy landing in the game, Wang Ye next to him couldn't help but be speechless.

There is nothing shocking or exciting, but it is just as it should be. No matter how exciting or shocking the scene is, if you watch it dozens of times a day, hundreds of times, and watch it for dozens of days, you will definitely not have the slightest mood swing.

"But it's very real, and what we want to bring to the players is not the original idea of ​​'war would be so cool'." Yang Chen glanced at Wang Ye and waved his hand.

Although in fact Yang Chen also understands in his heart that for most players, what they want is not something profound, they actually want to watch the big scene and the shocking atmosphere of the war.

But this doesn't mean that game manufacturers like Yang Chen can cater to players unscrupulously, and also need to consider third-party factors.

Like all game designers, it is very clear that players like 'Nanoko', as described in the "Madame in the Woods" scene in "The Witcher: Wild Hunt", "The soldiers saw the girls Noko can't hold it at all', leaving aside those game manufacturers who specialize in the production of 'Nanoko', how to drive a car properly in the game is also a very test job.

For example, in the memory of the dream, the hot coffee event named r-star actually does not have much impact on the players, but it is more of a third-party impact.

With the current position of Nebula Games, Yang Chen has no doubts that if a similar hot coffee incident breaks out in Nebula Games, Net Dragon and the other three will definitely throw stones into the well, for fear that they will not be drowned.

At the same time, regarding the plot of the game, Yang Chen did not directly apply the plot of the original "Battlefield" series, but added the content of another movie and a TV series into the game.

Band of Brothers and Saving Private Ryan

For example, in the prologue of the Normandy landing battle in the game, the camera display is a reference to the scenes in "Saving Private Ryan".

And in the dream memory, there is actually another game that also borrows and uses the screens and some plots of "Band of Brothers" and "Saving Private Ryan", that is "Call of Duty 14: World War II".

Of course, in the actual game, Yang Chen reduced some content other than the war scene, which is also unavoidable.

If it is a movie, the content of that part can be said to be indispensable for the audience.

Because this is to pave the way for the audience's emotions and subsequent story content.

But if it is placed in the game, the experience for the player will be completely different, especially a war-themed fps game.

For most players, understanding the plot is what they are willing to do, but if the plot requires them to spend ten or twenty minutes watching a cg animation, it is obviously unbearable for most players that's it.

Therefore, more and more games are gradually abandoning the broadcast-style game content, but choosing a real-time design.

That is to say, when the players are on their way or fighting, they will tell the players the plot side by side through the dialogue of the npc. Only very important plots will be shown to the players in the broadcast mode, but usually it will not exceed 3 minutes, especially Games with high fps and act elements are very taboo about this kind of rhythmic broadcast plot display.

After all, for most players, playing by themselves is much more interesting than watching.

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