Almighty Game Designer

Chapter 838: Some optimizations and modifications

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The development of "Assassin's Creed: Origins" is progressing smoothly, and some changes for the VR version are basically fine.

As for the lading problem that many people are worried about, Chen Mo adopted a relatively compromised design solution in "Assassin's Creed: Origins".

"Assassin's Creed: Origins" will be an open world, and it can only be an open world. Because it is impossible to show the entire vast ancient Egypt in a linear game, those wonderful side missions are out of the question.

However, the open world will inevitably encounter a problem, that is, how to deal with the loading of resources.

The graphics at the level of "Uncharted Sea" have basically exploited the performance of the VR game cabin to the extreme, and this is still on the premise that the performance of the VR game cabin is concentrated and only handles a small part of the scene. If you want to make an open world, you must allow players to choose any route to explore. It is impossible to plan the player's route in advance.

Therefore, the vr version of "Assassin's Creed: Origins" adopts the method of seamless map, that is, the large map is divided into many small blocks, and when the player reaches a small block, the surrounding small blocks are preloaded.

However, only this level of "seamless map" has been done by some other games, and it still cannot guarantee 100% elimination of lading bars. So, "Assassin's Creed: Origins" has some other ways.

For example, in some specific area nodes, like "Uncharted", cutscenes or specific actions are used to cover up the lading bar, and quickly read the area resources around the protagonist while lading.

The other is to more rigorously plan the player's main line process, and at the same time use the artificial intelligence system and big data analysis to infer the next step of the player's travel route based on the player's behavior habits, and preload the resources of the player's next behavior goal based on tasks or activities. .

That is to say, if the system judges that the player has a high probability of completing task a next, it will preload the resources related to task a in advance, so that the player can play more smoothly.

This situation is mainly used in the following scenarios: For example, when a player receives a mission hundreds of meters away, and he happens to have a teleportation point at that location, most players will choose to teleport there. According to conventional settings, such a long-distance teleportation will inevitably cause lading, but if the system can predict in advance that he will teleport, then the resources near the teleportation point can be loaded in advance, thereby eliminating or greatly shortening the lading time. A shot flying across the sky completes the lading.

Or, if the player dies while completing the task, and the resurrection point is hundreds of meters away, lading will also occur at this time. And if the resources of the resurrection point are still saved in the system, then this lading time can also be saved.

Through these methods, "Assassin's Creed: Origins" can eliminate most of the lading and give players a very consistent game experience. At least when playing for the first time, most players are unaware that there is lading in this game.

Of course, players may also have a sudden whim and want to teleport to another place across thousands of meters, then lading is inevitable at this time. Chen Mo is not a god, and he is powerless to solve such technically insoluble problems of.

However, Chen Mo arranged a cool lading space for players like the original "Assassin's Creed: Origins". Run around in the virtual space of the game, try your own various attack moves, and there will be some virtual dummies for players to practice, so that they will not feel too boring during the long lading process.

In addition, Chen Mo also made some optimizations regarding the level and main missions of "Assassin's Creed: Origins".

In the original work, the difficulty setting and the arrangement of the task line are not particularly reasonable. One of the most obvious problems is that many people feel that the main task line is too loose. up.

Because in the original work, level suppression is very serious even in simple difficulty. If a player leapfrogs to challenge a monster, it will be very difficult to fight even if the skill is good, because the numerical design is like this.

So players encounter a dilemma: if they only do the main quest, due to lack of experience and insufficient level improvement, the required level of the main quest will soon be much higher than the player's current level, and the task will be very difficult to complete, or even completely impossible. stuck.

If the player clears the side quests after clearing the main quests every time they go to a place, the difficulty will indeed be very low, and the experience will be enough, but in this way, the main storyline will be diluted.

Obviously the last mission had just assassinated a member of the Order of the Ancients, but the next mission was to find a drunk husband or a missing child, or even retrieve a businessman's stolen horse...

After the side quests are finished, the player looks back and thinks, what should the next main quest be? Already completely forgotten.

This kind of game history mixed with main missions and side missions will seriously dilute the main mission history, making many players feel at a loss when playing: What should I do now? The level of the main task is not enough, and I don't want to do the side task. ..

In fact, this kind of level suppression is completely unnecessary. Many players choose easy difficulty for nothing more than to quickly pass the plot. As a result, this kind of task process is equivalent to artificially creating difficulty.

Moreover, this is also very unreasonable in terms of background setting. Bayek is obviously a well-trained fighter, and he should be worthy of anyone, but why does he keep upgrading? It doesn't make sense that you can't defeat some powerful enemies without upgrading.

You know, Bayek is not a fledgling prince, is it reasonable to rely on upgrades along the way to advance the plot...

Therefore, Chen Mo chose to use dynamic levels, and the enemies refreshed on the whole map will be dynamically adjusted according to the player's current level. In this way, players can choose to push only the main line tasks all the way to the customs clearance, and then go back and slowly clear the side tasks; they can also do the main line and branch lines together.

In this way, different players can choose different ways to experience the plot, and will no longer be bound by levels, and can better experience the fun of "Egypt Travel Simulator".

And it's more scientific in terms of human design. I, Bayek, am such a dick. Why should I be beaten by you npcs because of my low level

Of course, the original upgrade and skill system must be retained, and players will continue to encounter stronger challenges during the game to ensure the strength of the later game. But the challenge is more technical than numerical.

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