Dragon, choose cultural victory to make money

Chapter 302 Drogo's Official Demonstration

When Drogo makes games, he won't rely on his own liver.

He would just take out a big plan and stuff it into the demand list for illusionists and artists.

And because he is the boss, the illusionist and artist are not allowed to resist and can only fulfill their demands with tears.

And because the planning itself is excellent and is a work verified by the global market, illusionists and artists will gradually realize the planning's brilliance in the process of realizing their needs.

So from working with tears in the beginning, it became a job that I felt great while doing.

Although he still refused to admit that this was a good game idea, his body had already surrendered obediently!
Alas, loneliness.

Ever since he became the boss, no artist or spell writer dares to compete with him.

Gone are the days of “gentle and easy-going” planning.

Drogo quickly put together the plan for this anti-war game.

War is a very common theme in games, because combat itself is the most mainstream gameplay, and war is the most common platform for combat to take place.

At the same time, the plot set against the backdrop of war is also easy to write. As long as the background is set well, the plot conflict is easy to arrange, and war itself is the biggest conflict.

There is also a rich history of war to draw on for touching little stories.

Players are also happy to play the role of a hero on the battlefield.

Who doesn’t want to be a hero? Troubled times are the best stage for the birth of heroes.

For these reasons, most war-themed games are designed to make players feel good.

When the goal is to have fun, it is difficult to link it with anti-war.

It may even lead a group of people who have not formed complete values ​​to become excited when hearing about war and fantasize that they will be the protagonists in the war.

The content that Drogo remembers most vividly, which expresses the cruelty of war, is the famous level in Call of Duty Modern Warfare.

No Russian allowed.

A conspiracy to start a world war.

The villain extremists led a team into the airport, indiscriminately attacked civilians, and then put the blame on the undercover, eventually causing a war between the great powers.

It was also because of this level that that generation of Call of Duty caused huge controversy and was accused of guiding players to use extreme violence.

But Drogo didn't think so much when he played it.

He shot it.

I didn't understand what the plot was about at all, and only understood it after reading the plot analysis later.

When I was playing, I just thought it was a bit strange why the enemy in front of me didn't fight back.

Such content is not suitable for Drogo to produce now. On the one hand, the theme of opposing war is not clearly expressed. On the other hand, such a large-scale game is too time-consuming and laborious to produce and cannot keep up with the event.

For Drogo, the best choice is a flat game that does not require a lot of art resources and is easy to make technically.

He hesitated for a long time between the two choices.

The first is "Valiant Hearts: World War", an adventure puzzle game from Ubisoft.

Ayu is quite good at making small games, but I don’t know why he doesn’t dare to be creative when making large games.

The background of this game is the First World War, but the plot does not focus on the grand theme of war. Instead, it tells the story of four small people and a dog, and how their lives were destroyed by the war.

There is nothing special about the gameplay. It is a fairly simple puzzle level, which can even be said to be just to spice up the plot. There are almost no difficult levels, and it is possible to complete the game even if you play slowly for four or five hours.

The plot, as the "main course", can be said to be perfect. When I finished playing the game, it took me several days to recover.

A family did nothing wrong, but was torn apart by the times.

When we saw the ending, the male protagonist chose to attack his superior because he didn't want his comrades to be ordered to carry out a suicide charge again, and was eventually sentenced to death.

Control the character to slowly walk from the cell to the execution ground. The background sound is the protagonist reading his suicide note. Under the setting sun, the sound of shooting is heard.

To be honest, it breaks down the defense.

When I think about what Ubisoft, who was once able to create such works of art, produced later, I am even more shocked.

Another option is "This War of Mine" from the Polish development team 11bit.

Poland is a country that has produced several famous games.

As for This War of Mine, it is also a small-scale game.

The setting is the longest siege in the history of modern warfare, the Siege of Sarajevo.

Perhaps not many people have heard of this war.

There are always wars of varying sizes happening in the world, but none of them involve the direct involvement of major powers. If you are not interested in the news in this area, you will not know about it at all.

The horrific tragedy happened in a place no one knew about.

The siege lasted for nearly four years, and during these more than 1,400 days and nights, civilians could only rely on themselves to survive, and the army would not let civilians go.

The game is adapted on this basis, requiring players to control several characters with different characteristics and survive for forty days.

For the sake of playability, you only need to persist in the game for forty days. It is extremely difficult to complete the game in order to truly restore history.

In terms of gameplay, this is a survival game. You need to collect various supplies in different maps to deal with various troubles such as cold, hunger, lack of water, injury, illness, mental breakdown, etc.

What is more dangerous in the game are other people.

Thieves, robbers, and troops who indiscriminately attack civilians.

But the greatest charm of this game is not just the survival gameplay.

It's a choice made by the players themselves.

There will be various events during the game, some people ask for help, some people want to find someone to join the robbery, witness atrocities, and find survivors who are weaker than themselves but have supplies.

How to deal with it, whether to be the one who sticks to the bottom line in the war zone, or the king of hell in the dark, is entirely up to the players to decide.

Of course, you have to bear the consequences yourself.

This is where the game's clever expression comes in, not simply slapping ideas in the player's face, but leveraging interaction.

The player's operations lead to different results, allowing players in the immersive experience to think for themselves without any preaching.

The biggest feature of interaction is immersion.

Because players are controlling their own characters, they will naturally feel more involved than with text or simple images, and it is also easier to think from the character's perspective.

After much deliberation, Drogo finally chose "This War of Mine".

Siege warfare is more in line with the current situation of the Augustan city-state.

And compared to "Brave Hearts: World War", this game is more playable.

When newbies first start playing this game, the pressure of survival is still very high, and it is common for the whole team to be wiped out at any time.

Different character combinations and different time choices also provide the fun of repeated play.

It would be better to launch subsequent content by directly adding a story mode based on the original gameplay framework, allowing players to experience survival with a script.

Zhuo Ge was very skilled at writing plans and finished the entire case in just a few hours.

Copying homework is much faster than writing it.

But Drogo still added a few ideas of his own.

For example, more random events that are more difficult to predict.

The events in the original work all have set triggering conditions and results. After encountering them a few times, you can master the routine and it becomes a fixed way to earn resources. It lacks the feeling of unknown in a war where you have no idea what tomorrow will be like.

All Drogo can do is to add more random and less fixed conditions to prolong the player's sense of freshness, and they will be able to roughly grasp the rules after playing for a long time.

There is no way. Before the birth of complete intelligence, it is impossible to keep players feeling fresh all the time.

In addition, Drogo has specially added a new character creation function, which allows players to design their own exclusive characters, various attributes, specialties, backgrounds, and even upload their own photos as avatars.

Very creative workshop.

This project does not require too many people. Drogo can bring in a few mages and artists, as well as an executive planner to help implement the plan, to form a team of more than a dozen people, which is enough to make this game.

Especially with the help of today's mature engines, those senior illusionists have devoted themselves to the research and development of the engine, and have iterated several generations over the years.

They were so old that even Drogo was worried about their health.

This group of illusionists combined their career and hobby, and they developed many functions on their own. The convenience in some aspects even exceeded Drogo's expectations.

Nowadays, making games can be done in a fool-proof way, without even knowing any magic.

If you just want to perfectly achieve the effect you are pursuing, you still have to study the basic principles.

With the help of a "fool-proof" game engine, and the fact that the engine is open to the public and free for everyone to use, the commission is only taken after the game is made and sold.

As a result, making games has become a relatively common thing.

How should I put it, a trendy project for young people.

Any student team that has not tried to make games on their own would be embarrassed to call themselves a serious college.

Even judging from the finished products, the majority are bad.

Thanks to this extremely low threshold, the mentality of “I can do it too” has been effectively reduced.

Anyone can try it. After watching two online courses, you can make games. But after finishing the game, you will find that you are really not good at it.

After figuring out the plan, Drogo also needs to figure out the music.

The music of this game is not outstanding, but it is very distinctive and very important in rendering the atmosphere.

The powerlessness of the poor little people in the war was perfectly portrayed.

Depression, coldness, and despair are the main features of this game's soundtrack. It's unpleasant to listen to it too much.

It's not the creepy music from horror movies.

Probably similar to backswing.

It is an instrumental rock music. Vocals are not that important in this genre and can often be absent.

This "post" actually refers to subverting the structure of traditional rock music, but this concept is a bit too broad.

Later, this type of music mostly refers to music without a centralized melody, using a lot of emotional instrumental expressions, and introducing electronic music styles into traditional rock orchestrations.

It's still very broad, but at least you can tell what type it is.

It should have been a very niche style.

Until it turns into an emo ditty...

There are usually all kinds of strange copywriting on the Internet, the kind that is mainly sad, seems very profound, but actually says nothing. When the writer looks back at it a few years later, he will find it so embarrassing that he can't stand it.

The use of this style of music in "This War of Mine" is also very alternative.

Most post-rock songs will have a cathartic outburst after a long period of depression.

Not in the game.

It was the sound of a guitar with a hint of electronic color, looping in a cold and lonely manner.

There is only repression, no catharsis.

Just like civilians in war, there is only tragedy, no victory.

After deciding on the main themes for several maps, we handed them over to the music department for completion.

Then I picked up some suitable sound effects from the sound effect library, and Drogo's work was basically done, and the rest was just implementation.

At that time, Drogo only needed to experience it and make suggestions for modifications.

……

"Yuffy, how is the revision of your work going?"

Game department, lounge, or room with unlimited supply of drinks and snacks.

A producer from another small team was holding a cup of coffee. He now relied on this thing to survive. He only drank concentrated coffee without sugar. He didn't care whether it tasted good or not. The bitter ones were more refreshing.

"not so good."

Yuffie replied listlessly.

There are many teams participating in the game festival, but they all create their works in their spare time.

It is normal to sleep only four or five hours a day.

If my work is good, I can still feel both pain and happiness.

Unfortunately not.

I also struggled with my own work.

Painful and uncomfortable.

Yuffie listened to Drogo's revision suggestions, and her trial difficulty was too high.

She had referred to many battlefield documents before, and she was completely based on the actual situation.

The character controlled by the player will be killed by elemental rays that come from nowhere, randomly step on a trap and explode, or be killed by the aftermath of a battle between high-level professionals...

Highlight that life is random and death is random.

It's war, but not a game.

The experience was just frustrating.

Yufei made a simple modification. Although the difficulty is still very high, at least the player will not be killed by random attacks from nowhere, and enemies that can kill the player are visible.

But after the modification, she found new problems.

After playing for a while, you will get used to replacing a new character after the current character dies.

It's not much different from controlling the same character all the time in traditional games.

This goes against the original intention of expressing the cruelty of war.

bother.

Now Yufei has begun to doubt whether he is really only suitable for technology.

But at least we have to finish the task at hand and get the publicity for the anti-war game festival out.

Moreover, wherever the anti-war art festival is promoted, the game festival will follow.

Everyone can see that the two organizers don't get along.

Then we will make a big one in the game.

I can't even raise my head.

Can games only be pure entertainment?

"Oh, by the way, have you seen Mr. Drogo's plan?"

Although the game Drogo was assigned to a team, the plan was open to the entire department. After all, it was a demonstration, and anyone who wanted to learn and study it could see it.

"Of course I have. This war of mine, right?"

"Yeah, what do you think of that plan?"

"well enough."

Yuffie didn't really like it, but she suspected she didn't understand it.

Because she felt that the plan was just as difficult, the characters had so many statuses to manage, supplies were hard to obtain, fighting was not encouraged, and the characters controlled by the players could die at any time.

It seems to be similar to her original design.

And just looking at the plan, I can't see where it can cause players to think more.

The expressiveness of the text is still a little lacking.

At this moment, a voice came from the office, "The first version of "This War of Mine" is out for internal trial!" (End of this chapter)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like