I just want players to save money, but I was made the richest man.

Chapter 115 You can save everything, but not Elizabeth!

Chapter 115 You can save everything, but not Elizabeth!
Take out the blind box and enter keywords.

"Dystopia" "High AI Heroine"

Better luck this time.

In just one pass, the blind box opened what Ke Jin wanted.

With the "Infinite" project book in his pocket, Kejin started planning.

This game was not very well-known in China in its previous life, but that does not mean that it is a game produced by a small workshop.

On the contrary, the parent company that endorses it is Take-Two, known as one of the two giants in North America, and the other company is the famous EA.
Because Take-Two is just a capital injection, it may not be very well-known among gamers.

But it does own two game development companies that are well-known in the player circle.

A company called 2Kgame
The other one is called Rockstar.

"Infinite" is the final game of the "BioShock" trilogy developed by 2K Company.

This company also has another popular masterpiece - the "Civilization" series

Even among the various game companies where gods fight, 2K is considered one of the leaders in the industry.

In 07, he launched the first part of the "BioShock" series for the first time and won the TGA Game of the Year award.

When the third generation of "Infinite" was released, it also received the 13 TGA's Best of the Year nomination.

The main reason why he failed to win the annual award in the end.

13 is an era of fighting between gods and gods.

The game that was nominated for the best game at the time was "Infinite".

"The Last Survivor"

"Super Mario 3D"

Tomb Raider 9

And the one who finally won the best award of the year was a simple and simple little game.

the name is——

GTA 5.
Of course, giving him more love than being able to fight is one thing.

Another aspect of Infinite's regrettable ambition is that the game is only a half-finished product.

Yes, a game with an additional investment of [-] million.

Finally, it came out as a semi-finished product. Despite the extreme comments from players that praised or disparaged it, it still received a nomination for the best game of the year and won a total of 85 awards in the game industry.

Many people once thought with regret that if "Infinite" had not undergone a major company change midway, almost all the original changes had been overturned, and even the game itself and the trial demo presented afterwards were like two games.

It is difficult to say in detail who won the real annual award in 13, and its popularity in future generations will not be so bleak.

Ke Jin has never liked this statement.

Although it is regrettable that "Infinite" came out as a semi-finished product, its semi-finished product was not caused by external factors.

It's not that Big Brother Rockstar held his younger brother's hand to prevent him from doing it, which is why "Infinite" didn't do well.

Instead, Rockstar also provided 2K with a series of elite designer assistance during the game design period.

It's true that I have big flaws. If I don't do something well, I have to stand upright when I get beaten.

if?

Not so many ifs.

But I was resurrected, and now I have a young and dynamic high-quality game design company on my hands.

There is even a detailed planning book for "BioShock Infinite".

Kejin intends to make this ninth art work, which is still half-finished but still flawed, re-radiate a newer and stronger vitality after revising the dregs!
First, there is the combat system.

The action of "Infinity" highlights the art style and the strong correlation between the plot and the game.

A large amount of money has been spent on this aspect, so that there is not much content that can be allocated to the battle space.

On the other hand, due to the linear narrative style, it also greatly reduces the time for players to understand the plot.

What do you mean?
Players basically follow the route set by the developer to experience the game, which is a major feature of linear games.

And this feature will lead to another result-the time for players to understand the core of the game will be drastically compressed.

Since I can complete the mission by following the path given by the designer, I can get a sense of satisfaction by killing people all the way.

Then why should I waste time and effort to understand the core of your game?

This is almost a common problem in linear game design - that is, it is difficult to present a profound game theme in a limited space.

In previous generations, many game manufacturers wanted to avoid making their games look too monotonous.

Another method will be used.

Increase level difficulty to make players stuck at a certain node/battle.

I had to settle for the next best thing, to repeatedly upgrade the previous monsters to practice, and try again after improving myself.

In the process of upgrading, I will also calm down and slowly complete the entire game based on the surrounding art scenes, diaries scattered on a bench, a letter dug out of the trash can, and other details. world view.

But "Infinite" does not do this. The weapons given to players at the beginning are actually enough for players to fight all the way to the end.

As a result, the plot content of the game will be compressed into a more extreme space.

Take a very simple example.

You now need to explain the small content of "Xiao Ming ate three kinds of food respectively" in the first level of a game, so that players can know what three kinds of food Xiao Ming ate respectively, and leave a deep impression on them. impression.

At this time, the best thing to do is actually.

Tell a story to the players. Tell a story that connects three kinds of food. As long as the story is exciting enough, it can leave an impression.

But don't forget, this is a game, and the content contained in the game itself should not be just a story.

Therefore, designers need to add gameplay-rich elements to a level.

Whether it's close combat or long-range fire suppression with thermal weapons.

Whether it is ancient and magical magic or alternative parkour assassination.

You always have to give players something to play with.

So, in this way, new problems arise.

The process of a level is only so long, and the gameplay and story need to be stated separately.

If you want to experience all the plot and gameplay, players need to spend twice or more time in one level.

Once the process of a linear game is lengthened, it will inevitably feel hollow and players will gradually become bored. This is a terrible thing.

But if the story is directly integrated into the game, the game time can be shortened.

Then an even weirder situation will arise.

You are fighting fiercely with the enemy here, and then a series of narration pops up. You fire at the enemy, and the sound of bullets and screams are endless.

On the other side, the nagging voice of the narration or subtitles pops up from under your nose.

This will give players a very confusing feeling. In the end, they will not be happy to understand, and they will not understand the plot. It is completely different.

Therefore, games designed in the early years usually adopt one approach.

Emphasis on the game, light on the plot.

Including "Hollow Knight" and "Stardew Valley", the design method is to refine the plot, make the ultimate subtraction, and then integrate it into the world background.

Players who are not interested can just play the game without knowing the plot.

Interested players can slowly complete a world view based on the details presented in the background.

When it comes to competitive online games like "Jedi".

That would be simpler and cruder.

There's not even a plot.

Plot?What plot do you want?
I don’t need players to know my plot, I just want players to kill in my game!
But the approach of "Infinite" was ahead of its time.

It focuses on plot and light on games.

A large amount of resources have been poured in to interpret the beautiful ninth art vividly and vividly.

But apart from the narrative, its combat system cannot coexist better with the plot.

resulting in extensive cuts.

Players can only carry a total of two different types of firearms. Extra firearms are not even allowed to be put into the backpack and can only be thrown on the ground.

Although there are weapon upgrade options, the feedback from the upgrade is not obvious, and after experiencing the entire process, it is difficult for players to upgrade multiple weapons with the resources they have obtained. Usually, they basically just hold on to two weapons until they die.

It can be seen that the designers are deliberately cutting out the combat aspect to make way for the artistry and narrative style of the game as much as possible.

It is also doomed to the singleness of its gameplay.

This was almost a bold idea that was very advanced at the time, but due to the technical and development bottlenecks at the time, even 2K, a major manufacturer, found it difficult to justify itself.In fact, there has been a good solution to this problem in later generations-open world.

An immersive open world style game type led by works such as Big Cousin 2 and Breath of the Wild.

It is a good explanation of what it means to coexist with combat and narrative, and to achieve the same goal of upgrading and worldview.

However, Kejin does not intend to transform "Infinite" into an open world game.

As an open world, it lacks not a single detail.

Instead of having the energy to perfect the details, it would be better to just pay for it.

Moreover, "Infinite" does not need an open world. Its linear setting is already perfect.

It just needs a little help from later generations of time-travelers who have experienced the development of the game era.

Change "Infinite" from the original linear to a small garden!

There are actually quite a few buildings in the scene in "Infinite", but most of them are textures, and the houses are not allowed to be entered.

Ready Player One already has design experience in "PlayerUnknown's Battlegrounds", and making an open house can be considered as practice makes perfect, and the open house will not change the core direction of the entire game.

Players can enter the homes of various passerby NPCs to explore and collect.

However, the types are still limited to simple supplies such as ammunition, blood potions, and gold coins.

At the same time, you can also hear a few brief conversations between NPCs.

The content does not need to be too rich, it is just used to fill in the background of the era that is not well presented in "Infinite".

A true portrayal of contemporary people under the circumstances of that era.

then.

While the core of the main line remains unchanged, some of the less important main lines are removed and presented to players in the form of branch lines.

It is also sad that players who just want to understand the main plot can quickly and briefly understand what the story is, so that they will not be confused until the end. In the end, they can only summarize Western thought and culture.

Players who want to improve their experience can also discover the grievances and resentments between these NPC characters through various branch lines and depict more side details for them.

Second, the innovation of the combat system.

While retaining the original weapon style, the weapon's response strategies in different scenarios are enhanced, instead of letting most players use one weapon to complete the level without thinking.

And add the setting of being able to carry multiple weapons, but reducing the amount of weapon bullets, highlighting Elizabeth's value.

Finally, reduce the unreasonable gold coin consumption when upgrading weapons in the game, and strengthen the positive feedback that each firearm upgrade brings to players.It's not that I spent money but didn't feel that I had become stronger.

Third, the gramophone.

The setting of the gramophone can be said to be an important feature throughout the entire "BioShock" series.

These things can record the inner monologues of various NPCs, which are their most authentic inner thoughts.

Players slowly uncover the truth about the entire worldview by continuously collecting gramophones everywhere.

It is an important prop.

But the performance in the original game is.

After the player picks up the gramophone, he needs to click to enter the menu interface to view it.

And looking at this thing itself does not bring pleasure.

So much so that watching the gramophone is a torture.

change!
Instead of the player looking for a gramophone, Elizabeth will actively pick up nearby gramophones, and read aloud with rich emotions and rich detailed expressions and micro-movements.

Finally, she adds her personal reflections or complaints after reading to deepen the player's impression of these plots.

After finalizing the details that needed to be changed, I looked through the plan and thought about it carefully.

Ke Jin added another touch.

The route guidance UI in "Infinite" is the same as shi, and modified to be more conspicuous.

And let its starting point extend forward from the direction that the player can see.

And it doesn't start at the character's feet.

When I played this game in my previous life, my blood pressure exploded due to the shitty UI.

"The last step is modeling. We can increase the accuracy of character modeling appropriately. After all, the technology in 13 is different from the technology now."

Some old games need to retain their classic flavor.

But for 3A dramas, the excellent painting style is also a big selling point in itself, so there is no need to retain the original flavor.

Ke Jin called Gou Chehua to submit the revised plan to him, and asked him to notify the heads of each department so that after everyone reads the plan, they can make a preliminary estimate of the approximate human and financial investment required.

In the previous life, "Infinite" burned a total of [-] million funds, and this cost could be used to develop five or six PlayerUnknown's Battlegrounds.

But why is it so hot?
money.

This is because "Infinite" was completely revamped and reworked once, during which time the company also underwent a major shakeup.

Normally, its principal injection is only about one to two hundred million.

The number one player can barely afford this money at the moment.

If that doesn't work, let "Jedi" go out to pick up the guests.

Come back after receiving orders from Guangzi.

What's wrong with being a big brother and earning some milk powder money for the little sister who is about to be born at home?
And soon, with the distribution of the plan.

The heads of various departments calculated and totaled the preliminary research and development funds, which totaled about 1.8 million.

This is the number that the managers finally came up with after they got together to study and cut off many less important budget items mentioned in the plan.

"Hiss... 1.8 million." Ke Jin was a little embarrassed.

1.8 million is almost the sum of the entire company's public funds + all the wealth he currently has on hand.

This is still taking into account the company's income next month.

After all, the company has already experienced two unprofitable projects. The profits from "Hollow" established a charity relief fund, "Stardew Valley" is completely free, and "Darkness" is too small to support it alone.

The whole family almost relies on the eldest brother "Jedi" and the second sister "Arknights" to support half of the sky.

Once the 1.8 million is spent, the subsequent maintenance, operations, activities, and updates of other games will almost come to a halt.

It will take at least two months to recover.

"But even if it takes over Hiroko, "Jedi" won't be able to raise so much Hiroko fee in a short while."

Just when Ke Jin was discussing with the heads of various departments how to solve the problem.

Many senior employees suggested that some of the "Elizabeth's too rich" details in the plan could be cut.

Some facial details can't even be seen by players without looking carefully. They are just icing on the cake, and it doesn't hurt if they don't.

Cut off these scattered pieces with a few knives.

The budget can be reduced to 1.6 million in an instant.

Ke Jin finally understood deeply what it meant to support a poor man and a rich daughter.

The male protagonist Booker and his dubbing were completed for less than 50 yuan.

Elizabeth can save 2000 million with just a few cuts...

Guigui, a big money swallower!
However, Ke Jin still shook his head and rejected the proposal.

"Everything can be saved, but not Elizabeth."

As the soul of the entire game, she is also almost the most influential heroine in the history of earth games, and is known as the best assistant in history.

Almost single-handedly laid the template for "how female characters should play when playing auxiliary positions" in subsequent games.
You can't save stupid money no matter what.

At worst, I'll sell blood!

Of course, it's not as exaggerated as selling blood.

In the end, Kejin took Yubao's small treasury as public funds.

As the only shareholder with real power in the number one company.

She can get a certain percentage of dividends from each game.

This little rich woman has been silent for the past year, and she has managed to save as little as 1000 million by herself.

More importantly, I hardly see any changes in Yubao's daily life.

I haven't become generous at all. I just stick to some small luxury clothes, but I haven't bought myself a few new clothes in the past year.

Thank you for saving money for me, brother.

Let us praise Yubao together!
Okay, the praise is over.

Bring it to you!

(End of this chapter)

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