Game Entertainment Empire

Chapter 655: Changes in the single-player plot of Battlefield

   Regarding the production of the multiplayer story mode in "Battlefield", Yang Chen and his team finally decided to proceed from two aspects.

The first aspect is to show the environment of the battlefield, such as the battle of Verdun, the battle of the Somme and the battle of the Marne, as well as the battle of Berlin and the landing battle of Normandy, which will give players a big battlefield. Show.

   In this part, the player is not a fixed character, but a fragmented one.

  In another part mode, it is biased towards "Call of Duty: Modern Warfare", with a main role or a team to show the tasks performed by a team in a certain battle.

   Divide the plot of the game into two points to show to the player, this is the final decision Yang Chen made.

   As for the content of the game.

   Of course, it is impossible to directly show all the battles of World War I and World War II in the dream memory through a "Battlefield".

   This is not realistic, and it is different from the rts type game of "Red Alert".

   The modeling of map modeling in the game, as well as various engine destruction effects, lighting rendering, etc., can be said to be a very large amount of tasks.

  I really want to bring all the battles in the dream memory to the players in "Battlefield".

   Other things Yang Chen didn't know, but the only thing Yang Chen knew was that uega would pee pants after seeing the cost budget.

  Although it has already been invested, it takes most of the risks and invites Nebula games to make “Battlefield”, but that can't sustain such a big investment.

   Not to say that uega will go bankrupt, that's definitely a hurt.

   And such a huge project, sold at the ordinary 3a level price, it must be difficult to recover costs.

   As for the price increase, it is definitely dead and even more ugly.

  Battlefield battles, choose a few more representative battles for production, and this part is mainly to bring the atmosphere of war for players.

   is just like the plot content of "Battlefield" in dream memory.

   In the follow-up, based on these battles, choose one of the well-known battles to produce, and enrich the content of the narrative framework like Call of Duty: Modern Warfare.

   The following content is presented a little bit in the sequel.

  The battle that Yang Chen chose in the current "Battlefield" content is the Normandy landing battle named "Operation Overlord".

   Unlike the dream memory, which is completely adapted from the historical real battle, the game production needs to be carried out strictly according to the historical progress of the battle. For Yang Chen and the Nebula game team, it seems to be much more liberal in this respect.

   It is completely possible to change some order of battles, select the elements that can best show the charm of the game, and join them.

  ………………

  In the "Battlefield" project room of the Nebula game, Yang Chen and Wang Ye, as well as the technical team over Uega, watched the deo demo in the game.

   is not part of a multiplayer game, but part of a single-player story.

   For the multiplayer game test, there will be another dedicated outsourced game team to test the balance of the game and test for bugs.

  On the one-player plot side, more is to detect the plot of the game, as well as the difficulty of the levels and enemies assigned to the game.

   "It's so cruel, it's really called'five seconds of death'."

   Looking at the coast story screen at the beginning of the Normandy landing in the game, Wang Ye next to him could not help but stunned.

   There is no shock or excitement, but it is also reasonable. If you are excited and shocked, you can watch it dozens of times a day, hundreds of times a day, and if you watch it continuously for dozens of days, there will be absolutely no mood swings.

   "But it's very real, and what we want to bring to the players is not the original idea that'war will be so cool'." Yang Chen glanced at Wang Ye and waved his hand.

  Despite the fact that Yang Chen knows very well, for most players, what they want is not something esoteric, they actually just want to watch the big scene and shock the atmosphere of war.

   But this does not mean that Yang Chen and their game manufacturers can cater to the players unscrupulously, and also need to consider the factors of third parties.

Like all game designers, it is clear that players like'Niko', as described in the plot of'Mrs. Lin Zhong' in "The Witcher: Wild Hunt", "The soldiers saw the girls' Naiko couldn't hold it at all. Aside from those game makers who specialize in making "Naiko", how to properly drive in the game is also a test-standard activity.

   For example, in the dream memory, the hot coffee event named r star does not actually have much impact on players, but it is more affected by third parties.

  With the current location of Nebula Games, Yang Chensi has no doubt that if a similar hot coffee event broke out in Nebula Games, Netlong and other three big players would definitely throw stones into the well, fearing that they would not be drowned.

  At the same time, Yang Chen did not directly apply the original "Battlefield" series of plots, but added the content of another movie and a TV series to the game.

   "Brothers" and "Save Ryan"

   For example, in the prologue display of the Normandy landing battle in the game, the lens display refers to the lens in "Saving Soldier Ryan".

And in the dream memory, there is actually a game ~www.wuxiaspot.com~ that borrows and uses the pictures and part of the plot of "Brothers" and "Save the Soldier Ryan", that is "Call of Duty 14: World War II" .

   Of course, in the actual game, Yang Chen reduced some content outside of the war scene, which is also not possible.

   If it is a movie, that part of the content can be said to be essential for the audience.

  Because this is to lay the groundwork for the audience's emotions and the subsequent story content.

   But if it is placed in the game, the experience for players is completely different, especially a war-like fps game.

For most players, understanding the plot is what they are willing to do, but if the plot requires them to spend more than ten minutes and twenty minutes to watch a cg animation, it is obviously unbearable for most players Yes.

   Therefore, more and more games have gradually abandoned the broadcast-style game content, and chose the instant design.

That is, when the players are on the road or fighting, they will tell the players the plot through the npc dialogue. Only very important plots will be shown to the players in the form of broadcasts, but usually it will not exceed 3 minutes, especially Games with high fps and act elements are very taboo in this kind of broken rhythm of the broadcast plot.

  After all, for most players, it is much more fun to play on their own than to watch.

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