Game Making: Start By Healing the Player

Chapter 657: A game that can be used as a real art (seeking a monthly subscription)

Utopia, race, capitalism, religiousism and steampunk...

These contents can be said to be a frequent visitor to many games.

But usually the general game will choose two or three themes to mix together, and then show it to the player.

And any of these themes can be used as the main content background of a game, not to mention all of them are mixed together.

Not to mention the so-called quantum mechanics and special relativity and other very sci-fi settings.

As for excellence, in simple terms, it is to provide opportunities and hope to the people, to focus on the ideals of personal and economic freedom, and to derive a unique balance of public and private interests. To put it more bluntly, it is the so-called lighthouse dream.

But obviously the reality is the exact opposite, and this will also be reflected in the game.

"Bioshock" series, this is the next game that Chen Xu is going to come up with.

All of the above content is the element content included in the "Bioshock" series.

Its first-generation works directly won the TGA Game of the Year Award that year with its excellent quality, and the opponent is not a weak player.

On the contrary, they are all objects with strong competitiveness.

Orange Box containing Half-Life, Team Fortress, Portal; Call of Duty: Modern Warfare; Crysis; Gears of War; World of Warcraft Burning Legion

It can be said to be star-studded.

But in front of "Bioshock", these games are also eclipsed.

In the third work, "Bioshock: Infinite" has made this series a very classic existence.

Butterfly effect, grandmother's theory, multiverse, quantum mechanics, irony excellence, plus the usual utopia, race, capital, steampunk and magic background of the previous "Bioshock" series.

These elements were all stuffed into the game, but they did not make the game bloated, but condensed them together to create a classic city of God.

At the same time, the amazing art style of the game, and the design of Elizabeth's super-high AI, make Booker and Elizabeth the most impressive combination in game history.

Although "Bioshock: Infinite" did not win the TGA Best of the Year.

But if you let the industry media include players who have played it, select a game that you think can best represent the ninth work of art.

Then I believe that many people will choose this series: "Bioshock"

As for why Infinite did not win the best of the year that year, it was also because the opponents that competed with it were too monsters.

The opponent it faced this year was the famous "Three Musketeers" and "The Last Survivor".

However, although it did not win the best year of the year, it also conquered countless media and players.

Especially the setting of the heroine Elizabeth in the game, even now Chen Xu's eyes can be said to be very classic, and it will be vividly portrayed, and this will be the most important part of the game.

Above the conference room, Chen Xu introduced the relevant content to everyone.

At the same time, it also conducted an AI test on Elizabeth with the project department.

Use the internal art resources of Nebula game to build a small demo scene first, and then confirm Elizabeth's program.

As for how to make her perform more humanely, there is also a related line, which requires the production of actors and lines in the later stage.

For "Bioshock: Infinite", it can be said that the shaping of Elizabeth is crucial.

How to make players have a deeper impression of this character is the core point that its team needs to pay attention to.

This is not just a simple matter of stacking up details, but a more important point is the interaction and interaction between the player and Elizabeth.

Create an emotional bond, just like the relationship between Joel and Ellie in The Last of Us.

It's not just about enabling Elizabeth to help the player in battle.

More importantly, it can also be close to the player in the mind.

Because only more real, more gentle, more understanding, Elizabeth can really help players in battle.

Only in this way can players have feelings for this character, and when Elizabeth's plot is arranged later, the heartache of the players will be more thorough and heartbroken.

But for Chen Xu, he dares to say that no one understands healing better than him.

So many years of experience are not in vain. At the beginning of the year, I may have been a little unfamiliar, but now I can only say that I am familiar with it.

In addition to the game, there is a more important point, that is, the presentation of the game art style.

On the surface, one of the external art styles of Bioshock: Infinite should be steampunk.

Huge airships, hooks linking the city's islands, and massive machinery.

But just simple steampunk is actually inaccurate.

Because the art style of "Bioshock: Infinite" can be said to be diversified, and it can even be called a kind of artwork.

Judging from Chen Xu's current eyes, the game's modeling materials are not only a hindrance.

The unique art style of the game itself can be said to be unique, and it is perfectly blended.

The art deco style full of aristocratic atmosphere, the character scene is accompanied by a huge gear chain mechanism.

At the same time, it is rendered in Disney's cartoon art style, giving it bright colors like oil paintings.

Steampunk, Victoria, with its own utopian religious theocracy background, can be said to be the entire sky city of Colombia, which makes countless players feel extremely amazing.

The rest is the game's plot and world view. The previous "Bioshock" series has a total of three parts, but in fact, the first and third parts are the most praised by players.

And the second part in the middle, like the "Dark Souls" series, was even given the birthplace of Bioshock by some players.

The main reason is that the second part of Dark Souls lacks the soul character Hidetaka Miyazaki.

Bioshock's second installment is also missing a soul character: Ken Levin.

Although it is also very good in itself, apart from the background and map settings, it is actually separated from the original plot.

Of course, it's not completely that bad, because in this work, it is very well explained why the big daddy and the little girl have such a close relationship in the game.

But compared with the content of the first and third generations and the DLC sea burial, the second generation seems to be a little out of tune.

Because these two games have almost reached a perfect cycle.

So Chen Xu is more prepared to make the game into two chapters.

Its Bioshock: Infinite is a separate chapter, and the DLC content of Burial at Sea is a chapter with a generation, thus revealing the most shocking Elizabethan ending of Bioshock.

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