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Chapter 484: Setting of Side Missions

In the Nebula Game Office, Yang Chen and Wang Yaliang were so happy when watching the online players discussing in the community and forum.

"You are so bad! You don't put any photos of cowboys in the west, just put pictures of these farms and manors." Wang Yaliang glanced at Yang Chen and said with a smile.

With a helpless expression, Yang Chen waved his hand: "These are all guesses by the players themselves. I have never sent any specific messages, and I can't blame me for this. The players themselves have thought it wrong."

To be honest, Yang Chen didn't really think so much, just simply didn't think too much about it and revealed to the players what kind of game the new work was.

Although he often draws big pie for players, the game often only created a folder and released the message.

But this time I was really not prepared to release the specific news so quickly, at most I would tell the players that they were not sucking.

They really have projects and are developing them.

As for the players who have thought wrongly, Yang Chen can only express helplessness.

The news about the new Nebula Games game actually attracted less attention than expected.

More people are more popular among the fan groups of Nebula Games, while others are more discussing the latest masterpieces brought by game manufacturers such as NetDragon and Tenghua.

After all, Yang Chen's new game has only announced the news that it is being produced, and then there is no new content.

In the project team of Nebula Games, the entire team did not pay much attention to this issue. They are carrying out preliminary development of the game.

"It is necessary to pay attention to the task. A large number of subsequent tasks and side tasks are used to make players feel interesting or gain something, rather than simply to "enrich" and "extend" the game time."

In the team project team, Yang Chen talked about this with the task planning.

No open world game can escape side missions.

But side quests are also an existence that has a lot of impact on the player's experience.

Most players, whether they are mobile games, stand-alone or online game players, actually have one common feature, that is, their meaning.

For example, mobile game players, put aside the external factors such as IP sentiment and the character voice actors that are attracted to them.

In fact, a large part of it is to deal with your fragmented time, such as the ten or twenty minutes of taking the bus, or the ten or twenty minutes of stealing from work.

But even though they are trying to deal with fragmented time, they still care about what they gain after playing in the game and what they spend their time gaining.

Happy? Passing the fragments of time for you?

These things are too illusory, so in the game, no matter the material, equipment, level, experience, or even a simple KDA increase, it is an answer given by the game.

Compared with these people, online game players have more elements to watch, and there may be fewer players in stand-alone games, but it does not mean that they do not value it.

For a stand-alone game, side missions are used to enrich the main plot of the game.

These side plots can be without rich rewards, but they must allow players to experience the wonderful plot stories.

In Dream Memory, a game called "The Witcher 3" and an online game with mmorpg "World of Warcraft" can be said to be quite outstanding in these aspects.

However, in some games, the side plots are simply used as means to overdo and roughly enrich the open world.

For example, help the village chief kill 10 wolves and take their skin back; for example, the doorman, Mr. Qin, likes Sister Bai from the next village, please ask you to send him a letter to express his affection.

Finally, I was worried that the rewards of these branches were too high, which made the players become like the Shilipo Sword God. Before I could advance to the contents behind, I was invincible in the world just by doing the previous side missions, so the rewards were harsh.

It has nothing to do with the main plot, and the story itself is not outstanding enough. The most important thing is that the reward given is still low. This kind of side mission interaction can be said to be a cancer for players.

"Like ", like "The Elder Scrolls: Sky", putting aside the simple NPC interactive tasks, most side plots will involve the main line, just like the convergence of rivers, the main line is a river, and these branches are streams dividing from rivers."

Yang Chen used lines on the manuscript paper and briefly talked about the task design plan in "Red Dead Redemption: Redemption".

In addition, there will be various subtle details in the game, all in order to allow players to better feel the authenticity of the game.

For example, if you throw a cigarette in a house, if there are enough flammable materials around, it is likely that a fire will form to burn the entire house; walking on snow or muddy roads will become the best clue for others to track you.

Some can be achieved by relying on the physical effects of the game engine, while others require special production by the development team to complete the accumulation of these details.

Listening to Yang Chen's simple description, everyone nodded while feeling surprised.

Although no detailed situation of a task was given, the design of the entire task architecture made them feel as if Yang Chen had already understood what to do to be the best.

You should know that ordinary games can be said to have been revised countless times from the start of project establishment to the final launch, and even the main framework and gameplay may be changed.

Especially the task mode that is closely integrated with the gameplay is more of a fuzzy way, and it is slowly added when the game's general framework is completed.

But just like Yang Chen gave a concept plan like this, it was as if he had seen the actual effect of this game.

This is something that the company has never had before.

However, after being surprised, I thought about it and thought that a few people were not surprised. After all, Nebula Game was built by Yang Chen, and more importantly, Yang Chen is also the main planner of the game.

From funds to game research and development, all of them are based on Yang Chen's intention. Compared with other game companies, projects are constantly compromised and changed due to various reasons. It can be said that Nebula Games' products are all the way to the end without major problems.

This is probably one of the reasons why Nebula Games can continue to succeed. The few people present didn't say it, but they all expressed such a feeling in their hearts.
Chapter completed!
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