Video Game Designer

Chapter 228 Is plot important to sandbox games?

In the black light studio in Los Angeles, besides Gabriel and Chuhe, there is also a Chinese named Yang Changhua and a German named Klose.

They are all the other outsourcing directors of the Red Dead Redemption project. Of course, besides them, Tianhe Network will also participate in the production of the entire game.

The engine of the game is the origin authorized by Tianhe Network. After a month of getting started, all the people in the team, including the getting started of the origin engine, are almost ready except for contact with various departments.

"This is an open-ended sandbox game with rich main and branch plots. The player plays a role in the Great West. In the 20th century, the colonial expansion of North America and the industrial revolution that changed everything, in that wilderness where civilization and barbarism alternate. In reality, civilization and barbarism collide, and this so-called civilization and barbarism is just a thought." Gabre narrated the background of the game to Chuhe.

In today's sandbox games, manufacturers pay more attention to making players more interested in exploration, thereby reducing the compulsion of the main storyline. Players can suddenly give up this task when saving people and choose to help the girl next door find a cat. Or play a wonderful and exciting game of poker, and wait until you remember that you still have one person to save, and then complete this task.

For example, Ubisoft's open sandbox basically adopts such a setting, with a large number of repeated branch plots, allowing players to explore more is only for the improvement of data, such as more powerful weapons, skills and more experience.

But as a sandbox game, freedom is very important, but this does not mean that he does not need a plot, does not mean that he does not need branch lines, and does not mean that the plot must be weakened to enhance the player's desire for exploration.

Even to a certain extent, this kind of game that does not require players to follow a main line pays more attention to special events, branch plots, and main plots than ordinary games.

Because there is no goal, this is a very boring thing. When players pursue freedom and want to do everything in the game, they actually have their own goals.

Just as the player wants to experience the fun of not being a good person but being a big villain in the game, then being a big villain is the goal he has set for himself.

For example, a certain map has an air wall, and the player wants to see the world outside the air wall, then this is the goal the player gives himself.

It even includes some games that seem to have no main line and no plot, but the system settings, item settings, and game mechanics all allow players to set a goal for themselves.

Just like in the famine, the main plot of the famine is basically negligible, and survival is the goal set by the famine for the player, but when the player can easily survive the famine, then for example, create a Homeland, such as setting up a pig farm, this is the goal the player has set for himself.

Even including PlayerUnknown's Battlegrounds, which is in full swing today, its own goal is to get the first place and then 'Winner Winner Chicken Dinner', but many players are more willing to be a happy taxi driver in the game, random passers-by The team treats it as a chat game, or simply finds two cars to have a fateful race on the Qiuming Mountain at dusk.

These are the rules and goals that players set for themselves.

In Red Dead Redemption, in a sense, plot is more important than free exploration.

"For an open RPG, in stand-alone mode, we need to allow players to experience not the western life they want to live, but to experience the life of game characters, experience a wonderful story, free and linear narrative, the rhythm of which is what we need. Sure." Chu He looked at Gabriel and said.

Black Light Studio, they can be said to be the best in the world in controlling the rhythm of the narrative in the game. At the same time, the plot of the entire game has invited several well-known screenwriters in the industry, so there is no need to worry about the plot and the story.

Listening to Chuhe's request, Gabriel and the others recorded the key points.

"Details, reality, freedom, let the player decide to be a good person, or a bad person, or a good person or a bad person that he can't tell the difference. The real time and weather system, each NPC has its own In the life of the player, the character played by the player will have hunger and thirst, and will become dirty and slovenly due to being in the wild for a long time, and when the player becomes slovenly, the NPC's attitude towards the player will also change accordingly."

"Even players can threaten, kidnap, and rob NPCs to make that western world extremely real. This is what we need to do." Chu He looked at the crowd and tried to use his own words to describe a situation in his imagination. of Westworld.

If the leader says a word, the subordinates will break their legs.

This is the best expression of Gabre's thoughts at this moment. It sounds really cool to think like this, but the difficulty of doing so is really too high.

But at the same time, in their minds, there is another kind of ambition. If such a game can really be produced, then there is no doubt that their Black Light Studio will become a new star in the industry.

Even if they are only foundry manufacturers, even if they are only a higher level than ordinary outsourcing, it is still a great honor. What could be more interesting than the birth of a great game from your own hands?

"Mr. Chu, we already have a plan for the style of art." Yang Changhua said to Chuhe.

He is of Chinese descent, but he is a native American. He does not speak Chinese Mandarin, but he can speak Cantonese. Also, except that his skin is not black and white, he is no different from Americans.

With that said, Yang Changhua turned on his computer, clicked on an encrypted folder, and showed it to Chuhe.

Loess, scattered haystacks, horses, and revolvers in museums, and trains.

"A total of more than 30 employees went to Texas to shoot the scene, including the train of the last century. As well as guns, buildings, and horses, we will all take pictures and take pictures. This is a demonstration we made." Yang Changhua said to Chuhe while clicking on the folder.

A very short animation demonstration, clear dirt ground, a cowboy wearing cowboy costumes from western movies at dusk, riding a brown horse for a walk in the sunset, and some dust appeared on the trampling ground of the horse's hooves, in the distance A train with black smoke was coming rumblingly.

Of course, this is just an ordinary animation, but the modeling in it includes the details of the picture. If it is confirmed, the art style of the game will basically be confirmed.

But Chuhe looked at such a picture that only lasted ten seconds, thought for a while and shook his head slightly.

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