Game Making: Start By Healing the Player

Chapter 447: Who said assassins have to be sneaky! (please subscribe monthly pass)

"So Mr. Chen, we also want to make a medieval-themed game?" After listening to Chen Xu's words, Yang Xin quickly realized something.

For some recent news in the game industry, everyone is still clear.

Isn't this literary period the middle and late Middle Ages!

"No, what we want to do is to show the feeling of history." Chen Xu shook his head and smiled.

Medieval themes are actually quite extensive.

Because there is no clear standard.

A game whose timeline is medieval is called a medieval-themed game.

Crusades, Lords and Knights are also medieval games.

Telling about the Black Death, it can also be called a medieval game.

The reason why these games are called medieval games is mainly because they have no other characteristics.

But "Assassin's Creed" is different. From ancient times to the present, it can be said that "Assassin's Creed" is about history, not just limited to the Middle Ages.

"Okay, let's discuss the specific content when we go back. During this period of time, according to the itinerary, everyone can feel it and imagine what the Apennine Peninsula in the literary and artistic period will look like." Chen Xu looked at the crowd and said. .

Returning to his room from the hotel lobby, Chen Xu also opened his laptop and wrote some core content of "Assassin's Creed".

For Ezio's trilogy and Altaïr's story, Chen Xu still has a lot to do.

There is nothing wrong with the plot. In fact, the story of Altaïr and Ezio can be regarded as the best in the series.

As for the sequence, Chen Xu decided to let players experience Ezio's story first, while Altaïr's story was finally used as a hidden content to be unlocked after clearing the level.

Why not put Altaïr first, mainly because Altaïr's storyline is too short.

It must be separated from the story of Ezio later.

Because it is different from the two works in the previous life after a year, Chen Xu must have made it so that players can experience it seamlessly, and there will be a sense of separation between the protagonist replacement.

Of course, there is also a very important reason, that is, Altaïr's ending is so unfriendly.

In this way, Chen Xu was a little worried that the player's mood would be more excited.

Therefore, it is more appropriate to put Altaïr's plot at the end.

In addition, there are some gameplay and content settings that need to be dealt with.

For this work, Chen Xu is not going to make a follow-up RPG mode.

Instead, it still retains the action-oriented gameplay of the original assassin series.

Of course, the action system still needs to be changed.

After all, these two games are relatively old in terms of timelines, and many of the settings are not very good now.

First of all, Altaïr is definitely no longer soluble in water, and secondly, the world of the game.

In fact, in the early days, it was the early "Assassin's Creed" and "Assassin's Creed 2" or the Assassin's Creed before the Black Flag. In fact, they were all trying to imitate the non-RPG of Rockstar.

Therefore, all players who have played Ezio's story can clearly feel that the main line is interlinked.

Therefore, in the setting of the gameplay, Chen Xu adopted an early ACT-style gameplay.

Of course, there will be some content optimization.

Because in fact, "Assassin's Creed 2" has many crappy and unreasonable designs.

In the action, the killing streak system was not added until the Brotherhood, and the original Hidden Sword, which could only be assassinated but could not be countered, will be improved by Chen Xu to make his action system more smooth.

The more free mode of the follow-up "Assassin's Creed" will also be used on the mission. When the main line assassinates the target, the player will be guided to use a more scientific assassination method, but it does not matter if the player does not choose, rather than just do not follow the mission. Even if it is discovered, it fails.

Enemy reinforcements are found to be more numerous, assassination becomes difficult, and even the target may escape and fail.

But these are restrictions on difficulty, not mandatory.

Are you saying this isn't an assassin at all?

Who said assassins have to hide in the dark?

Who says assassins have to be sneaky?

Refer to Ayu's novels and comics, as well as promotional videos.

In the Brotherhood's promotional video, a group of assassins jumped directly from the city wall and directly killed the guards of the Templars.

After the incident, the corpses were piled higher than the mountain. You told me that the assassin can't just face it?

What a mess!

In the previous life, many old assassin players said that there is no assassin after Ezio, but in fact, there are not many players in the Ezio trilogy.

In the plot of the Brotherhood covering Katarina's retreat, although it was no better than Conor Kang's battle against the Boston 300 Warriors in the third generation, Eziona was also insane, and the corpses were piled up all over the place.

So what white-robed assassin hides in the darkness, and after the assassination, it is all made up by the player's own brain.

In fact, the assassins in the hands of Ayu's family never just hide in the shadows.

As long as the circumstances allowed to kill all the witnesses, it was also a perfect assassination.

Secondly, there are more optimizations in content, but this is based on the technical level.

For example, in Ezio's story, players often speed up, bump into people, and fall, which is technically content.

Next is the task.

Ezio's story is actually pretty good, but Altaïr's is full of mostly boring Ubisoft-esque quests.

The formulaic open world of Ubisoft in the previous life was constantly criticized by players.

But in fact, what players complain about is not formulaic.

But in fact, what players hate is not this formula, but an optional branch content.

Take on quests to clear a place of monsters.

It seems to be a three-point and one-line gameplay, but "Red Dead Redemption" and previous games such as "The Witcher: Wild Hunt", in fact, if you look closely, the content of the sideline and the main line are in the gameplay, and they are all three-point and one-line. settings.

Go somewhere to talk to someone, find a clue, kill a monster and go back to the quest.

But the difference is that the sideline stories in these games are not the kind of "I have a letter that I trouble you to bring to XX place to XX people", and then there is no content.

Each plot is a separate story, and can even affect a plot in the main line.

And Ayu's formula, the most complaining place, then these tasks are optional, even if the plot is not good, the rewards are useless.

 …

During the time when Chen Xu and his team were collecting scenery.

Zeus and FOW also announced the news of the new work for the first time.

The time and background are set at the node of the Third Crusade, and the player will play an ordinary villager.

In the war, his family and home were all lost, so this ordinary villager decided to join the resistance army and fight for the future.

In addition to the background settings, some simple game screens were also announced, which made players very excited and surprised.

In particular, some old fans of FOW burst into tears.

Comparing the performance of this picture with the previous one, it is simply the difference between an angel and a devil!

This also attracts many passers-by players.

Until Nebula Games updated a clip on the Universal VR platform, which directly surprised many players.

what's the situation! ?

Isn't Mr. Chen going on a trip?

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