Game Making: Start By Healing the Player

Chapter 593: We simply won (please subscribe monthly pass)

In the conference room, everyone was sitting in their seats.

On the big screen, the name of the project "The Last Survivor" is displayed.

For this project, everyone is not very unfamiliar.

During the trip to Boston nearly a month ago, everyone already knew something about this game.

"Theme and content, I won't go into detail about this, but although it's the theme of zombies and viruses, these two are not the core elements of the game."

"The real important thing in this game is interaction." Chen Xu said while looking at the crowd.

"Interaction? Is this an open world?" Qin Yi showed a slightly surprised expression.

Interaction, the term or content, is not unfamiliar to everyone.

In games such as "The Legend of Zelda: Breath of the Wild" and "Red Dead Redemption: Redemption", everyone is stubbornly deducting the details for the sake of interaction.

"No, this will be the same thread narrative as "Uncharted"." Chen Xu shook his head and said.

"The interaction in this game is different from the open world interaction of "Red Dead Redemption", but an emotional interaction." Chen Xu continued.

Why did "The Last Survivor" in the previous life get such high praise?

Great storyline?

This is just one aspect of it. The more important point is the game's interpretation of interaction, or the interaction between video games and players' emotions.

In the previous life, if each game was named as the founder of the school, Ocarina of Time defined 3D games, Metal Gear defined film narrative games, and "The Last Survivor" defined how interactive games should be presented.

As the industry commented on this game: 'Its appearance redefines the upper limit of game presentation'.

It can be said that every scene and every plot in the game is designed to let the player take the role and establish a relationship with the character in the game.

When this kind of feeling has been elevated to a new level, no matter how unbelievable the action is at first glance, everything becomes logical.

Interaction runs through the entire game from beginning to end. Every operation of the game requires the player to act in person, and every plot of the game requires the player to experience it in person.

"Interaction feedback between characters." After listening to Chen Xu's detailed explanation, everyone quickly understood what he meant.

"Yes, at the same time in "The Last Survivor", we have to exercise more restraint." Chen Xu continued.

There are some exaggerated claims that if you want to mention a game that must be played on PS3 in the past life, then there is no doubt that "The Last of Us" bears the brunt, not only on PS3, but also in the era of PS4.

In terms of gameplay, themes, and even the plot, "The Last Survivor" is actually not very eye-catching.

There are games with better picture performance, games with more novel gameplay, and games with more shocking plot twists, not to mention the zombie theme that is about to be used up.

The core point of this game is that it allows players to experience how the emotions and fetters of the characters are built in the interaction.

Its greatest charm comes from the interactivity of the game itself, the unease and the unknown are constantly imposed on the player during the game's journey, and erupt at the end.

It's not that there is no way to make a grand scene, but a restraint.

After talking about the concept draft of "The Last Survivor", Chen Xu also planned the details with the team.

As a game launched on Universal VR, there are obviously still many areas that need to be adjusted.

For example, the atmosphere. In the original game, when faced with mutant infected people such as runners, most of the scenes were dark, and the atmosphere was relatively depressing.

In the game, stealth is one of the main core gameplay.

It's okay to display these contents on the screen, but if they are displayed in VR, there will be a big problem.

After all, the core point of "The Last Survivor" is no longer related to terror.

The depressing and tense atmosphere, the scarce materials in the early stage, and the careful sneaking are just to allow players to better immerse themselves in the game background.

Not to make players fear.

Including the background in the game actually weakens the sense of fear to a certain extent. For example, the world under the disaster is not full of blood plasma, but the spread of fungal infection.

Humans turned into horrible monsters, but the whole world was madly spread by green vegetation.

Although human beings have become monsters, the cities made of steel and concrete have also become more vast nature.

Changes in the environment have brought about the reproduction of animals.

Completely different from the lifeless post-disaster world.

Even if the mutated human beings are put aside, the post-disaster world has an alternative beauty.

………………

Regarding the news of Chen Xu's new game, the popularity on the Internet is still very high.

But it also started to cool down.

At first, the players were really excited to see Chen Xu's official blog.

But this excitement is also time-sensitive. A few days and a week have passed, and there is still no follow-up news.

Referring to the previous performance of Nebula games, many players also understand it.

This is another bottomless pit, a pie that doesn't even know what it tastes like!

However, although the cakes on Chen Xu's side didn't seem to be in harmony.

But there was a very big melon on the FOW side.

That is, Wasteland 1981, a sequel to Wasteland 1978, is already in development.

Before Chen Xu and Alex did not participate in various awards activities, some players guessed again, and then Chen Xu announced that new projects were being developed, which also confirmed this speculation.

Many players naturally think of Alex.

However, there has been no response, and now this is obviously the official stone hammer!

In FOW's office, Alex and Grayson were sitting in the office.

In addition to Alex, Grayson, who previously developed Curse of the Lost, was also involved.

Of course, as Alex's deputy, he started the core plot of the game and the gameplay framework.

And "Wasteland 1981" itself will be an open world this time, and the shaping of the world, including all kinds of exploration content, is in charge of Grayson.

It can be said that it is a strong alliance. After all, the previous "Curse of the Lost" Grayson also proved that he is strong enough to participate in this project.

"Alix, you don't have to worry so much. Although Nebula Games is also developing new projects, we have a considerable advantage." Grayson looked at Alex next to him and said with a smile.

Grayson is also very excited to participate in the huge project of "Wasteland 1981", and he is a fan of the game himself.

"The Nebula game cannot be underestimated." Alex touched his shiny forehead and shook his head with a very dignified expression.

At the beginning, he did not have any pressure, but when he knew that Nebula Games was also working on a new project, he was very dignified.

The game "The Witcher: Wild Hunt" left a deep impression on him at the beginning.

"Of course no one can underestimate the Nebula game, but we still have to talk about the market rules. Obviously, the next Nebula game will be a horror game with the theme of zombie apocalypse, although "Resident Evil: Village" can even Said to be redefined, what direction should horror game masterpieces go, but the core of horror will eventually hinder a large number of mainstream players." Grayson analyzed rationally.

He even took out a data sheet, which clearly recorded the corresponding data, which was previously recorded by the marketing department on the FOW side.

"In addition to this, there is a more critical factor, that is, we are almost two months ahead of the development progress. Before that, Nebula Games went to Boston to collect scenery, and then there are traditional holidays in their country." Grayson said with a smile. .

Although they are an open world game on their side, it is not clear whether it is a thread or an open world on the Nebula game side.

In the end, the development progress is still one step ahead.

"At the same time, including the promotion, we also seized the opportunity, and instead grabbed the popularity of the previous Nebula games." Grayson said with a smile.

At present, comparing the situation of their FOW and Nebula games, Grayson feels that he can only describe it in one sentence: they simply won.

Alex, who had a very solemn expression, listened to Grayson's words, and his originally frowning brows slowly relaxed.

It sounds like their advantages are indeed very large.

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