Losing Money to Be a Tycoon
Chapter 330: Multiplayer horror game "BEQUIET"!
"In horror movies, although there are a lot of ghosts and mutated themes, they have a stronger visual impact, but there is also a category of horror movies that are completely composed of ordinary people, and the horror effect is very colorful.
"To put it plainly, horror is just a feeling, there is no need to be too attached to the visual impact of ghosts and mutant monsters."
"Take the example of our company, as long as the curtains are closed and everyone is immersed in the atmosphere of horror, then a scream will be enough to make everyone feel terrible ..."
所以 "So, the creation of the atmosphere is the most important. Sometimes people are more scary than ghosts ... This should be a very important point."
"If we can reproduce this feeling in the company in the game, will it have the same terrifying effect?"
晓 Wang Xiaobin shared this feeling: "Yes, yes, I want to talk about it just now."
那么 "So, let's make a horror scene in the game, and then throw a lot of players into it, so that the horror will gradually 'infect' and 'spread' in the crowd, as happened in our company."
He Yezhi continued, "In other words, in this game, the fear does not come from the ghost's texture, but from the maliciousness of other players, from the constant spread of fear, from the environment."
那么 "So, after the fear spreads, there must be conflict between the player and the player."
"The players must not be a complete cooperative relationship, otherwise it will become‘ Singing International Songs and Joining the Haunted House ’, losing the challenge and running contrary to our goals.”
"We must let players have conflicts, confrontations, and scare each other. Is this completely unpredictable danger the source of fear?"
"The way of confrontation between players ... Pei has also revealed to us that it is the weapon system!"
Ye Zhizhou looked at the third point that President Pei emphasized: "The strongest weapon is just a pistol. This is because the game is ordinary people, not ghosts and monsters, so you can't show excessively powerful weapons, which will make players The fighting between them is out of balance. "
"Other weapons can be daggers or stones. In short, the type that can cause damage to ordinary people, but will not kill in one hit."
While the two are discussing, they are recording.
Gao Lin intervened in a timely manner and said, "There is still a hidden setting in it. Although Pei hasn't explicitly stated it, in our inference process, this setting has already come out."
"To achieve the spread of fear in the player community, this means that at the beginning, most players should be 'innocent'; and then entering the confrontation means that some players will become 'killers'. Identity. "
"How do you change it?"
Ye Yezhou frowned, thinking for a moment: "I remember President Pei said that there are most ... mental illnesses in this game?"
Yuan Lin nodded late: "Yes, mental illness!"
"These active perpetrators should belong to dangerous persons with mental abnormalities, or in other words, lunatics."
"I think it is possible to introduce the concept of" spiritual value "that exists in many games, that is, the concept of san value. Many elements in the scene will continuously increase the mental pressure of the player. Once it reaches a certain value, the player is crazy Become an aggressor and kill the normal players. "
晓 Wang Xiaobin nodded as he recorded: "Sure enough, everything is clear with such an obedience."
"It's just that the details are lacking."
比如 "For example ... Since it is a multiplayer online game, do we need to add a voice system and whether to allow players in the game to chat with each other."
"If players can chat with each other, they will perform a series of sand sculptures, weakening the horror of the game. It may also be possible to form a malicious team after drilling through the voice to make the game less fun."
如果 "If you can't chat with each other ... and you feel that you have lost a lot of fun, there will not be much communication between players, it may become only confrontation and no cooperation."
He Yezhizhou thought for a while: "This is easy to handle. Since‘ speaking in the game ’is so important, we have to find a way to limit it.”
"Players can talk, but they can't speak casually. Every sentence is very precious, and there may be punishment if you say too much."
比如 "Like ... become crazy."
"A qualified horror game should be like the atmosphere of our company."
所有人 "Everyone is going dark in the darkness."
"If someone said something suddenly, everyone would scream ..."
"So, I suddenly thought of a good game name."
"BEQUIET", the Chinese name is "Shh!"
Uh ...
三个 Under the brainstorm of three people, the idea of this horror game was born quickly.
The basic idea of the horror game "BEQUIET" is a multiplayer horror game. Each game uses 8 players + a random number of NPCs.
The number of NPCs varies from 4 to 8. NPCs are played by AI, in order to have a certain confusion effect on players.
All players and NPCs will enter the randomly generated game map, search for items, find a way out, and interact with other players and NPCs.
The game map will use different scenes, and the initial planning is as follows: mental hospital, lunatic village, country hotel, old castle, school.
场景 These scenes will have strong randomness. Through the algorithm of the program, the purpose of each room and the props in it will be randomly refreshed before the start of each game.
Each room has pick-up props and scene props. Scene props cannot be carried on the body, but can be used to produce some special effects. For example, the radio can play a specific recording to increase mental stress.
Players and NPCs will be randomly and randomly refreshed at some birth points on the map. After the game starts, they will start exploring the map.
玩家 In the map, players will find some special props, such as daggers, bandages, psychotropic drugs, bizarre idols, etc. Some of these props can attack others, some can heal themselves, some can reduce mental stress, and some can increase mental stress.
How to use it depends on the player's game strategy.
At the same time, 8 players will have different identities at the beginning, with different identities and different victory conditions.
There were 1 police officer, 3 good people, 3 mental patients, and 1 ambitionist among 8 people.
The goal of police officers and good people is to flee here. The goal of mental patients is to drive everyone into madness or death. The goal of ambitionists is to survive only by themselves.
If NPC occurs, NPC will be allocated according to the proportion of half good and half mentally ill.
When the player dies, his identity is finally revealed.
There are some weapons and props in the scene. The police officer was born with a pistol. It can cause a lot of damage to normal people and lunatics. Other players can get props from the scene or throw them on the ground.
Commonly used props are daggers and strong light flashlights. Daggers have high damage to normal people, while strong light flashlights have high damage to lunatics.
In addition, there are also more powerful weapons such as axe and flash bullets that are relatively difficult to obtain.
A mentally ill person is not the same as a lunatic.
"Crazy" is a concept relative to normal people.
At the beginning, police officers, good people, mental patients, and ambitionists are normal people, and their initial attributes are exactly the same.
With the passage of time and the effects of some props in the scene, the san value (psychological stress) of some players will continue to increase. When a certain threshold is reached without taking the medicine that reduces the san value, it will change from a "normal person". Become "crazy".
The basic properties of the lunatic's movement speed, health, and attack power will be higher than normal people, but once entering the "lunatic" state, the player will completely lose the ability to communicate, and the muscle will swell and the model will change, allowing other players Can be seen intuitively.
Voice communication is allowed in the game, but it will be strictly restricted.
Players can only say one sentence at a time in the game, within 10 seconds. After speaking, this sentence will be played out by the system's sound software.
Every time you say a word, the san value of the player will increase.
不 Do not speak at all, it is easy to be regarded as an enemy or AI by other players; talking too much, on the one hand, increases the risk of becoming crazy, on the other hand, it will also make other players doubt their true intentions.
In addition, in order to prevent sand sculpture players from creating program effects, most of the meaningless actions have been deleted.
For example, you can only jump when you pass some specific terrain, otherwise you ca n’t jump in place.
玩家 For players, especially mentally ill and ambitious players, different strategies and gameplay can be adopted in the game, which is similar to many board games.
Police officers and good people should search for agencies and find exits in the scene while being alert to other people, and decisively attack the hidden dangers if necessary;
The san value of mental patients is much lower than that of good people. They can actively become crazy to attack good people through the props in the scene, or they can disguise as good people to induce other good people and lead them into some traps;
The Takino enthusiast can also disguise himself as a good person or a lunatic according to the current situation to achieve his goals.
Every player in the game must constantly guess the identity of the opponent, while adjusting their own game strategy.
After the game is over, a comprehensive score will be made based on each person's data, game time, and role played ~ www.wuxiaspot.com ~ For example, the ambitionist is a very difficult character to win, so if you lose, you will only lose A small number of points will be deducted, and a large number of points will be added to wins. At the same time, considering that killing, puzzle solving, collecting props, etc. are counted as extra points in the game, even if the ambitionist's goal is very difficult to achieve, there is still motivation to play.
Uh ...
In just one afternoon, the big frame of the game has been set up.
Ask questions and solve problems. In this infinite loop, some settings in the game are quickly finalized.
Looking at the densely drafted design, Ye Zhizhou and Wang Xiaobin couldn't help feeling.
Much smoother than originally thought!
I thought about the game settings while playing a horror game, and after two weeks of doing it, I didn't produce much.
But now, one afternoon, the prototype of the game has come out!
What is the difference between these two times?
The difference is that President Pei points out the direction, and Director Lin provides a way to analyze President Pei's intentions.
According to this idea, all problems are solved easily!
So far, although everyone is not sure whether this game will be successful, at least, the gameplay is complete and there are no similar competitive games on the market. The first impression is very novel.
Mr. Pei pointed out a clear way for this game, which is equivalent to giving everyone a peace of mind.
Looking at the design draft, Ye Zhizhou couldn't help feeling.
"Is this what President Pei had long thought about, the final product of this horror game?"
"It's wonderful!"
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