Game Entertainment Empire

Chapter 657 Fighting against real people is obedient, fighting against humans and machines with heav

Yang Chen in Nebula Games still doesn't know that UEgame, who is an ally, is already wearing clothes like clothes, but Apex already feels that he has seen through everything, and Yang Chen is still working on the production of game content with the team.

The plot of the stand-alone is mainly in two directions, and there is no big problem in this regard.

The first direction is to bring players the most direct visual impact and visual shock through different battlefields.

On the other hand, a complete and detailed story is presented to players just like the 141 Special Operations Squad in "Call of Duty: Modern Warfare".

Among them, what the battlefield element brings to the player is an introduction on the background, and the follow-up complete story is to let the player understand the story created and happened in this war from a dedicated soldier or a team.

In terms of the plot, Yang Chen also referred more to some TV series and movies in the dream memory, such as "Band of Brothers" and "Saving Private Ryan", but made some changes in the details to make it more suitable for the game. The carrier allows players to watch the plot in a way of playing, rather than broadcasting movies.

Similarly, in the plot mode of "Battlefield", Yang Chen did not do anything open, but a very traditional and strict linear mode.

The main thing is that the open style is not suitable for a game carrier like "Battlefield".

There is no doubt that linearity is easier for players to enter the plot than openness.

On the other hand, linear and game background themes can also be well justified.

Because the player is on the battlefield, this is a cruel war, unlike in the multiplayer mode, the player as the attacker should use life charge to advance to occupy the point, but there are more than 30 people in one camp, and then the home base There are more than 20 people inside, all squatting in the trench and pulling the big bolt to shoot.

If this is put on the battlefield, these people will disturb the morale of the army, and all stand in line to eat peanuts.

The linear mode in this mode will instead allow players to be more immersed in the game background, and let them understand that they are soldiers now, and they should do what a soldier should do.

In addition to the single-player plot, compared to "Battlefield" in Dream Memory, Yang Chenha is planning to add a new mode to the game.

In other words, it is a mode specially prepared for rookies. It has a large battlefield mode with NPC teammates. Players who kill NPCs will also record the data in the current game.

But it will not be included in the game career data.

In the same game, players from both sides attack the target stronghold together with NPC troops, just like soldiers in MOBA games.

The rest of the overall gameplay is the same as the normal conquest mode, the only extra content is the NPC in the game.

On the one hand, it is to create the atmosphere of the battlefield, and on the other hand, it is to create some targets for novice players to hit and enrich their game experience.

Although the addition of robots may cause the game to become a little chaotic, in Yang Chen's opinion, this does not have much impact on "Battlefield".

First of all, it does not completely replace the previous mode. Players can choose a server with robots or a server without robots.

And "Battlefield" itself is different from ordinary FPS games. Its own competitive elements are much lower, although its difficulty of getting started is not lower than other FPS games.

But for most players, the more important thing is the excitement from the battlefield experience.

The second is to be able to give novice players a more comfortable experience.

Ordinary FPS games, basically benign feedback comes from two points.

The first point is the easiest one: the game is won.

This is good feedback that belongs to the result.

And the second point is that during the game, you use guns to kill people and enjoy the joy of killing.

This kind of positive feedback belongs to the process.

In the dream memory, it seems that "Battlefield" is a game that is biased towards entertainment, but in fact, the experience for novices is not good, and it can even be said to be extremely bad.

In most bureaus, the situation that newcomers will face is mostly 'who am I' and 'where am I? ’ ‘Who is hitting me? ’ ‘How did I die? ’ ‘How did you lose the game? ’ This series of combined punches.

Even 1 kill 20 deaths, 0 kills 20 deaths, this is a common occurrence.

Later, some players even ridiculed that "Battlefield" is actually a game of french fries.

The boss fished for French fries, and Mengxin was shivering French fries.

The main reason for this situation is that although "Battlefield" is a war-themed game with high entertainment attributes, it is still difficult for novices to get started.

The use of various firearms, even the map, requires players to understand, at least there will be no situation where you don't know where you are going.

But when you don't understand, there is obviously only one case of charging, and you are beaten to death from various unexpected directions by others who know the map.

So one of the favorite things for new players is to start the game with a gun, a hole, and squat until the end of the game.

Or hide in one place and pull the big bolt crazily, and take a step forward to count as my loss.

Because unlike this, most rookie players can't kill people at all.

In FPS games, the happy feedback brought by killing enemies is actually very important.

On the one hand, make the matching mechanism of the game reasonable enough to ensure that both the enemy and the enemy at the high-end level are awesome, and the low-end level is full of chickens pecking at each other.

Your prostate rubs and pushes forward, then we will also squat in the corner and wait for you to crawl over before hitting.

On the other hand, players who can't kill real people can kill computer people to decompress.

Some players don't like computer people and find it more exciting to play against real people, but there are also some players who can't beat real people and like to bully computer people.

No matter what kind of players are interested in the ratio, Yang Chen thinks that they should be taken care of.

If you like to play against real people, then don't match the mode with computers; if you want to bully computer people to find confidence, then just play this mode exclusively.

And according to the survey of big data, most of the players who compete in the game and like to play against man-machine and computer are actually not a minority.

Just based on the internal data of Nebula Games, there are a lot of players in games such as "League of Legends" and "Overwatch" who are keen to bully the computer, and most of these people are not newbies who have just played games, but human-machine types. There are still quite a few players.

Being submissive when fighting real people, and attacking human-machines hard, in fact, for many multi-player players, it is quite happy.

For players who are more competitive, they can choose a more direct human-to-human combat mode, and the detailed score panel in the game will also allow them to practice their skills continuously after losing, hoping to improve their KDA. one floor.

For players who are purely pursuing happiness, in the man-machine mode, not only can they experience the atmosphere of war gameplay, they can also experience the joy of killing, and there are also real players on the other side. This original happiness will become double happiness.

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