Game Entertainment Empire
Chapter 958
After corresponding discussions, the cooperation on "The Sims" was confirmed, and the corresponding work of game development was almost completed.
UEgame and Jiasheng are responsible for some brand licensing in the game.
Nebula Games is responsible for the content development of the game, while UEgame is responsible for some assistance, such as the art models in the previously developed meta game, which will be put into "The Sims".
Of course, this part of the art materials will also be counted as the capital of UEgame.
For such a model, UEgame is very used to it, after all, it is not the first time to cooperate with Nebula Games.
But Jiasheng's words are very subtle.
Are they still a game company?
This directly allows them to engage in brand licensing, and the content of game development has nothing to do with them.
You must know that UEgame is also responsible for part of the material!
At any rate, Jiasheng can be regarded as an established game manufacturer. Although it can't compare with UEgame and you Nebula Games, a rising star, but it's not like this, right?
You have to know that at the beginning, Jiasheng planned to use this cooperation opportunity to go to your Xingyun game to learn a lot secretly.
The employees who have signed long-term contracts in this company are all ready, but they can't participate in the core development of the game at all?
In addition to talking about brand authorization, by the way, I made an account on the Xingyun game account, and sent a financial representative over by the way, will it be fine?
Looking at a work group with the theme of learning Nebula games that had just been established in the company, Jiasheng silently disbanded it, feeling very uncomfortable.
Yang Chen was completely unaware of Jiasheng, who had started to play more dramas over there. At this time, he was having a meeting with the internal team on "The Sims".
In terms of branding, there is no need for Nebula Games to do it.
After all, compared to their Nebula games, UEgame and Jiasheng, which have relatively old network qualifications in this area, can be said to have more advantages.
As for whether it will work or not, Yang Chen doesn't pay too much attention to this point. Except for some special big-name authorizations that may be a bit overhanging, most of them should not be a big problem, after all, there have been precedents.
And if you take a step back, even if you can't get it, it doesn't have much impact on the gameplay of the entire game, but players may reduce their sense of immersion when it comes to this aspect.
Just like racing games, with the same quality, one game has licenses of real luxury cars such as Lamborghini and Ferrari, as well as real models, while the other game is a completely fictional vehicle.
Obviously, the former can bring players a stronger sense of immersion, because there is a scale in the player's heart, which model of car has better performance than which model of car, this is a sense of immersion.
'Sims-themed? '
‘Isn’t it just a simulation game! ? '
'It feels like if you change the framework, it can also be used as an open world game! '
‘The open world is more difficult. There are so many separate gameplay systems that need to be loaded one by one, which requires players to read resources. If the game is open to the world, the experience may be worse. '
In the meeting room, after seeing Yang Chen's perfected design plan, everyone exchanged opinions in low voices.
Compared with "The Sims" in the dream memory, Yang Chen did make some relatively big changes in this.
The first is the most direct visual content. The map of the entire game is not the Hakoniwa town of the fourth generation in the dream memory, but a seamless open world like the third generation.
Of course, the liveliness of the city and the visual effects are stronger. Most of its materials can also use the discarded materials of the previously developed meta games on UEgame, including some materials from "GTA" on Nebula Games. All can be used after modification.
The second is a richer occupational system. For example, players in the game have teachers, taxi drivers, celebrities, bar singers, and waiters, and these different occupations can also derive a variety of gameplay.
Unlike "The Sims" in the dream memory, which has a lot of professions, Yang Chen is planning to make the content of this part more detailed so that players can experience different gameplays.
Instead of having dozens or hundreds of different occupations, it is actually just a change of skin.
Different occupations have different ways of playing. For example, a taxi driver, if he wants to make money, his job is to drive a taxi and pick up customers.
For the police, it is to deal with related cases, and for the stars, they can shoot movies and participate in variety shows.
Of course, the gameplay is not suitable for being too complicated, otherwise it will change the direction of the game. After all, this is Sims, not a professional simulator. It is enough for players to feel the taste.
And it can also be used as a follow-up DLC at that time, such as the DLC content of N occupations launched at one time.
The second is a richer and more lively city, and better visual effects.
Major game manufacturers have never stopped researching on better picture effects, because the picture itself is a kind of gameplay.
Yang Chen lightly tapped on the table to stop everyone from discussing: "Stop for a moment, although the game "Sims" looks very simple, there are still a few troublesome places."
"The first is the aspect of AI. In the game, the NPCs in the whole world need to have a complete ecological cycle, instead of being stupid and just for decoration. For example, NPCs will be good or bad. Players choose different professions. During the experience, the NPCs you come into contact with will also have different personalities."
"The second is the picture performance, which is presented to the player with the cartoon effect of "GTA", rather than the realistic art style of "Red Dead Redemption"."
"There is also the optimization aspect of the game. Although it is not an open world, a smooth and seamless game experience is also very important."
Looking at everyone, Yang Chen mentioned some key content in the game development, as well as some numerical content of the follow-up game.
For example, the villain controlled by the player in the game will have attributes such as mood, health, etc. In addition, the structure of the economic system in the game is also very important.
However, this part of the economic system will be completed by inviting corresponding economic experts to cooperate with the company's internal numerical planning.
As for the game screen, if you choose cartoons instead of realism, the main purpose is to avoid being too realistic.
The economic system and occupation system in the game try to make players feel as real as possible, but as a VR game, especially this kind of life simulation game, the realistic style will make players feel a little awkward.
Like the uncanny valley of robots, most robots avoid looking too anthropomorphic.
This kind of life simulation game tries to make players feel the real game, but instead needs to use cartoon art effects that are diametrically opposed to reality.
For example, in "The Sims" in the dream memory, when the villain in the game encounters an accidental death, there will be a god of death appearing, telling the player that although this is very real, this is a game.
The same is true for "GTA", which is based on modern cities, so avoid being too realistic.
Games like "Watch Dogs" and "Red Dead Redemption: Redemption" can obviously make players feel the difference between reality and the background world in the game, but are more suitable for realistic mode.
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