"In horror movies, there are many ghosts and mutants, and the visual impact is stronger, but there is also a type of horror movies that are completely composed of ordinary people, and the horror effect is also very good."
"To put it bluntly, terror is just a feeling. There is no need to be too obsessed with the visual impact of ghosts and mutant monsters."
"Take the example of our company. As long as the curtains are drawn and everyone is immersed in a terrifying atmosphere, as long as there is a scream, it is enough to make everyone feel terrified..."
"So, the creation of the atmosphere is the most important thing. Sometimes people's hearts are more scary than ghosts... This should be a very important point."
"If we can reproduce this feeling in the company in the game, will it achieve the same terrifying effect?"
Wang Xiaobin felt the same: "Yes, yes, I wanted to say it just now."
"Then, we make a horror scene in the game, and then throw a lot of players into it, and let the horror gradually 'contagion' and 'spread' in the crowd, just like what happened in our company."
Ye Zhizhou continued: "That is to say, in this game, the sense of fear does not come from the textures of ghosts, but from the malice of other players, from the spreading fear atmosphere, and from the environment."
"Then, after the spread of fear, there will inevitably be conflicts between players and players."
"The players must not be in a complete cooperative relationship, otherwise it will become 'sing the Internationale and join hands to break into the haunted house', losing the challenge and running counter to our goal."
"We must let players have conflicts and confrontations, and let players frighten each other. Isn't this completely unpredictable danger the source of fear?"
"And the way of confrontation between players... President Pei has also revealed to us that it is the weapon system!"
Ye Zhizhou looked at the third point emphasized by President Pei: "The strongest weapon is just a pistol, this is because the game is full of ordinary people, not ghosts and monsters, so there can be no overly powerful weapons, which will make players The battle between them is out of balance."
"Other weapons can be daggers or stones. In short, they can cause harm to ordinary people, but they can't kill with one hit."
The two discussed and recorded.
Lin Wan interjected in a timely manner and said, "There is a hidden setting here. Although President Pei did not clearly explain it, this setting has already been revealed in our inference process."
"To achieve the diffusion effect of fear in the player group, this means that at the beginning, most players should be 'innocent'; and then to enter the confrontation, which means that some players will turn into 'perpetrators' identity."
"How to change it?"
Ye Zhizhou frowned and thought for a while: "I remember President Pei said that the most... mental illness occurs in this game?"
Lin Wan nodded: "Yes, mental illness!"
"These active perpetrators should belong to the dangerous people who are mentally abnormal in the plot, or, in other words, are lunatics."
"I think the 'spirit value' that exists in many games, that is, the concept of san value, can be introduced. Many elements in the scene will continuously increase the player's mental pressure. Once a certain value is reached, the player will go crazy and will Become the perpetrator and kill those players who are still normal."
Wang Xiaobin nodded while recording: "Sure enough, everything is clear after smoothing it out like this."
"It's just that some details are still lacking."
"For example... Since it is a multiplayer online game, do we want to add a voice system, and whether to allow players in the game to chat with each other."
"If players can chat with each other, they will perform a series of sand sculptures, which will weaken the sense of horror of the game. It is also possible to maliciously form a team through voice consultation to take advantage of the game and reduce the fun of the game."
"If we can't chat with each other... and I feel that a lot of fun is lost, there will be not much communication between players, and it may become only confrontation without cooperation."
Ye Zhizhou thought for a while: "This is easy to handle. Since 'speaking in the game' is such an important thing, then we have to find a way to limit it."
"Players can talk, but they can't talk casually. Every word is very precious, and there may be penalties for saying too much."
"Like... becoming a lunatic."
"A qualified horror game should be like the atmosphere of our company."
"Everyone is walking in the dark."
"If someone suddenly said something, everyone would scream..."
"When I said that, I suddenly thought of a good game name."
""Be quiet", the Chinese name is "Shh!""
…
Under the brainstorming of three people, the idea of this horror game was born quickly.
The basic idea of the horror game "be quiet" is a multiplayer horror game. Each game consists of 8 players + a random number of NPCs.
The number of NPCs varies from 4 to 8, and the NPCs are played by AI, in order to have a certain confusing effect on the players.
All players and NPCs will enter the randomly generated game map, search for props, find a way out, and interact with other players and NPCs.
The game map will use different scenes, and the initial planning is: mental hospital, madman village, country hotel, castle, school.
These scenes will have strong randomness. Through the algorithm of the program, the purpose of each room and the props in it will be randomly refreshed before each game starts.
Each room has pickup props and scene props. Scene props cannot be carried on the body, but can be used to produce some special effects. For example, the radio can play a specific recording to increase mental stress.
Players and NPCs will randomly and scatteredly refresh some spawn points on the map. After the game starts, they will start exploring the map.
In the map, players will find some special props, such as daggers, bandages, psychotropic drugs, strange idols, etc. Some of these props can attack others, some can heal themselves, some can reduce mental stress, and some can increase mental stress.
How to use it depends on the player's game strategy.
At the same time, 8 players will have different identities at the beginning, with different identities and different victory conditions.
Among the 8 people are 1 police officer, 3 good people, 3 mental patients, and 1 careerist.
The goal of the police officer and the good guys is to escape, the goal of the mentally ill is to drive everyone into madness or death, and the goal of the careerist is to survive alone.
If there are npcs, the npcs will be distributed according to the ratio of half good people and half mental patients.
When the player dies, his identity is finally revealed.
There are some weapons and props in the scene. The police officer is born with a pistol, which can cause a lot of damage to normal people or lunatics, while other players can obtain props from the scene or throw them on the ground and give them to others.
The commonly used props are daggers and strong light flashlights. Daggers do high damage to normal people, while strong light flashlights do high damage to lunatics.
In addition, there are also relatively difficult to obtain but more powerful weapons such as axes and flashbangs.
A mentally ill person is not the same as a lunatic.
"Mad" is a concept relative to normal people.
At the beginning, police officers, good people, mentally ill people and careerists are all normal people, and their initial attributes are exactly the same.
With the passage of time and the influence of some props in the scene, the san value (mental stress) of some players will continue to increase. When a certain critical point is reached and the drug that reduces the san value has not been taken, it will change from "normal" to "normal". become "crazy".
A madman's movement speed, health, attack power and other basic attributes will be higher than normal people, but once he enters the "madman" state, the player will completely lose the ability to communicate, and the muscles will expand and the model will change, allowing other players. can be seen intuitively.
Voice communication is allowed in the game, but is strictly limited.
Players can only speak one sentence at a time in the game, within 10 seconds. After speaking, the sentence will be processed by the system's sound software and played out.
Every time a word is spoken, the player's san value increases.
If you don’t speak at all, it is easy to be regarded as an enemy or AI by other players; if you talk too much, on the one hand, you increase the risk of becoming a lunatic, and on the other hand, it will make other players doubt your true intentions.
In addition, in order to prevent sand sculpture players from creating program effects, most of the meaningless actions have been deleted in the game.
For example, you can only jump when you pass through some specific terrain, otherwise you can't jump in place.
For players, especially for psychopaths and careerists, different strategies and gameplay can be adopted in the game, which is similar to many board games.
Police officers and good people should search for agencies and exits in the scene, at the same time be alert to other people, and if necessary, they should strike out decisively to eliminate hidden dangers;
The san value of a mentally ill person is much lower than that of a good person. You can take the initiative to turn into a lunatic to attack a good person through the props in the scene, or you can pretend to be a good person to induce other good people and lead them into some traps;
A careerist can also disguise himself as a good person or a lunatic according to the current situation to achieve his goals.
In the game, each player has to constantly guess the identity of the other party and adjust their game strategy at the same time.
After the game is over, a comprehensive score will be given based on each person's data, game time, and role played.
For example, a careerist is a very difficult character to win, so if you lose, you will only lose a small amount of points, and if you win, you will add a lot of points. At the same time, considering that killings, solving puzzles, collecting props, etc. in the game will all count as bonus points, so even if the goal of the careerist is very difficult to achieve, there is still motivation to play.
…
In just one afternoon, the big framework of the game has been set up.
Questions are asked, problems are solved, and in this infinite loop, some of the settings in the game are quickly settled.
Looking at the first draft of the design with dense handwriting, Ye Zhizhou and Wang Xiaobin couldn't help but sigh.
Much smoother than expected!
Before playing horror games while thinking about game settings, I didn't get much results after two weeks.
But now, in one afternoon, the prototype of the game has come out!
What's the difference between the two before and after
The difference is that President Pei pointed out the direction, while Director Lin provided an idea for analyzing President Pei's intentions.
According to this idea, all problems are solved easily!
So far, although everyone is not sure whether the game will be successful or not, at least the gameplay of this game is complete, and there are no similar competing games on the market, which gives people the first impression that it is very novel.
And President Pei pointed out a clear path for this game, which is equivalent to giving everyone a reassurance.
Looking at the design draft, Ye Zhizhou couldn't help but sigh.
"Is this the final product of this horror game that President Pei has long thought of?"
“It was amazing!”