Game Making: The Latest Chapter Begins With Healing the Player
Chapter 593 We are really winning
In the conference room, everyone was sitting in their seats.
On the big screen, the name of the project "The Last of Us" was displayed.
Everyone is not unfamiliar with this project.
During the nearly month-long trip to Boston, everyone already knew something about this game.
"I won't go into detail about the subject matter and content, but although it is about zombies and viruses, these two are not the core elements of the game."
"What's really important about 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, this term or content, is not unfamiliar to everyone.
In games such as "The Legend of Zelda: Breath of the Wild" and "Red Dead Redemption", everyone pays close attention to the details for the sake of interaction.
"No, this will be a threaded narrative like "Uncharted"." Chen Xu shook his head and said.
"The interaction in this game is different from the open world interaction in "Red Dead Redemption", but it is an emotional interaction." Chen Xu continued.
Why did "The Last of Us" in its previous life receive such high praise?
Great storyline?
This is just one aspect. The more important point is the game’s interpretation of interaction, or the emotional interaction between video games and players.
If each game in the previous life was named as the founder of the sect, Ocarina of Time defined 3D games, Metal Gear Solid defined movie narrative games, and then "The Last of Us" defined how interactive games should be presented.
As the industry commented on this game: ‘Its appearance redefines the upper limit of game presentation’.
Every scene and plot in the game can be said to be designed to allow players to take on the role and build relationships with the characters in the game.
When this feeling is raised to a new level, no matter how unbelievable the behavior 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 personally act, and every plot of the game requires the player to personally experience it.
"Interactive feedback between characters." Listening to Chen Xu's detailed explanation, everyone soon understood what he meant.
"Yes, at the same time in "The Last of Us", we have to exercise more restraint." Chen Xu continued.
There are some exaggerations to say that if you want to mention a must-play game on PS3 in the previous life, then there is no doubt that "The Last of Us" will bear the brunt, not only on PS3, but also in the era of PS4.
If you just look at the gameplay, subject matter, and even the plot, "The Last of Us" is actually not eye-catching.
There are games with better graphics, games with more novel gameplay, and games with more shocking plot twists, not to mention the zombie theme that is almost worn out.
The core point of this game is that it allows players to personally experience how the characters' emotions and bonds are established during interaction.
Its greatest charm comes from the interactivity of the game itself. Uneasiness and uncertainty are constantly imposed on the players during the game's journey, and explode at the end.
It’s not that it’s impossible to create grand scenes, but it’s a form of restraint.
After talking about the general concept draft of "The Last of Us", 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, in the original game, when facing mutant infected persons such as runners, most of the scenes were dark, and the atmosphere was also relatively depressing.
In the game, stealth is one of the main core gameplays.
It's okay to display this content on the screen, but if it is displayed in VR, there will be a big problem.
After all, the core point of "The Last of Us" is no longer horror.
The depressing and tense atmosphere, the scarce supplies in the early stage, and careful sneaking are all just to allow players to better immerse themselves in the game background.
Not to bring fear to players.
Including the background in the game actually weakens the sense of fear to some extent. For example, the world under a disaster is not filled with plasma, but with the spread of fungal infection.
Humans have turned into terrifying monsters, but the whole world is covered with green vegetation spreading crazily.
Although humans have turned into monsters, the cities made of the same steel and concrete have also turned into a wider nature.
Changes in the environment bring about the reproduction of animals.
It is completely different from the lifeless post-disaster world.
Even if you put aside the mutated human beings, this post-disaster world has a different kind of beauty.
………………
Regarding the news about Chen Xu’s new game, the popularity on the Internet is still very high.
However, it has also begun to cool down.
At first, players were really excited when they saw Chen Xu’s official blog.
But this excitement also has a time limit. Days and weeks passed, and there was still no follow-up news.
Referring to the performance of previous Nebula games, many players understand it.
This is another bottomless pit, a big cake with no idea of its taste!
But although Chen Xu's cake didn't even look like the noodles were mixed.
But FOW revealed a very big melon.
That is "Wasteland 1 Earth 1 Release".
Before Chen Xu and Alex did not participate in various award activities, some players continued to speculate. Later, Chen Xu announced that he was developing a new project, which also confirmed this guess.
Many players naturally think of Alex.
However, there has been no response, and now apparently this is also the official stone hammer!
In FOW's office, Alex and Grayson were sitting in the office.
In addition to Alex, Grayson, who previously developed "The Lost Curse", is also involved.
Of course, as Alex's deputy, he is responsible for the core plot and gameplay framework of the game.
"Wasteland 1" itself is an open world. The shaping of the world includes various exploration contents, and Grayson is responsible for it.
It can be said to be a strong alliance. After all, Grayson in "The Lost Curse" also proved that he is strong enough to participate in this project.
"Alex, 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 "Wasteland 1" project, and he himself is a fan of this game.
"Nebula Games cannot be underestimated." Alex touched his shiny forehead and shook his head with a very solemn expression.
There was really no pressure on him at the beginning, but when he learned that Nebula Games was also working on a new project, he became very solemn.
The game "The Witcher: Wild Hunt" originally left a deep impression on him.
"Of course no one can underestimate Nebula Games, but we still have to deal with market rules for games. It is obvious that Nebula Games' next new game will be a horror game with a zombie apocalypse theme, although "Resident Evil: Village" can even It is said that it has redefined the direction in which horror game masterpieces should 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. This was something he had specifically asked FOW's marketing department to record.
"In addition, there is another key factor, that is, we are almost two months ahead in terms of development progress. Previously, Nebula Games went to Boston to shoot scenes, and then there was their country's traditional holiday." Grayson said with a smile. .
Although their game is an open world game, Nebula Games is not sure whether it is a thread or an open world game.
But after all, the development progress is still one step ahead.
"At the same time, including publicity, we also took the lead and stole the popularity of previous Nebula games." Grayson said with a smile.
Comparing the current situation of their FOW and Nebula Games, Grayson feels that he can only describe it in one sentence: They are simply winning.
Alex, who had a serious expression on his face, slowly relaxed his frown after listening to Grayson's words.
It sounds like their advantages are indeed very large.
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