Almighty Game Designer

Chapter 614 Optimization (five more)

Back at the Experience Store, Chen Jiao began refining the design concept draft of Massacre Prototype, finalizing some specific designs to explain to the rest of the project team.

The VR version of Genocide Prototype will be completely redone using the story of Genocide Prototype 1 as a blueprint, with no intention of launching Genocide Prototype 2.

Because Massacre Prototype 2 is not a successful piece, in terms of volume or reputation, or even a qualified continuation.

In terms of sales volume, the sales volume of Massacre Prototype 2 is less than half that of Massacre Prototype 1; the reputation is even more poetic, with poor ratings from players and major game media.

The reasons are multifaceted.

On the protagonist side, "Massacre Prototype 2" not only replaced the protagonist, but also killed a generation of popular protagonists Alex as a rebel, causing dissatisfaction among many old players.

It can be said that this should be a low-level mistake that none of the third-rate Internet writers would make, but the production team of Genocide Prototype 2 made a bias...

There's no need to argue about the reasonableness of the plot. It's a simple fact that Heller's personality charm is far worse than Alex's, and that the characters failed.

So much so that the overwhelming majority of players mentioned the Genocide Prototype series that the first reaction was Alex, not Heller.

In style, Alex is handsome, and his shirts, sweatshirts, leather jackets, and jeans are all very well matched, especially the hood design, and the Assassin's Creed.

As for Heller... Well, there's a lot to talk about, especially in the hopeful countries, and people may have to talk about skin tone, but the fact is that Heller isn't handsome enough or charming enough, and many of the plots are impulsive and reckless and full of dirty words, which clearly contrasts sharply with Alex, who doesn't talk a lot.

Actually, ugliness doesn't matter. The key is charm, just like Choi in the GTA5, isn't there a lot of players like it?

Internet readers know that the protagonists are poorly shaped, and that a novel is basically more than half GG, not to mention the need for more proxy games.

Of course, this is the pot of the production group, which, in Heller's image, would be quite a delightful character if handled properly, but the production group didn't handle it well.

On the game play method, "Massacre Prototype 2" made some new plays, but the players don't buy the bill, because this series is supposed to highlight a "Massacre”, the players want to experience the pleasure of recklessness, who wants to play sneak in with you?

It's obviously a fast food game. Just make the fast food and make the player feel good. It's Shi Lezhi who wants to make the player think.

And the Genocide Prototype 2 is basically not very innovative in the core battle that best reflects the cool spot.

Many players believe that the content of Genocide Prototype 2 can only be considered a large DLC, and even some skills have been castrated, which greatly discounts players' enjoyment of the game.

Some people speculate that Massacre Prototype 3 is likely to bring Alex back to life, but... the production team plays off, so there's no more, and the game dies suddenly and you can only say you did it yourself.

So, Chen Jiao's idea was simple, and he didn't intend to make Massacre into a classic, which was unrealistic, because the game itself was characterized by fast-food games.

Making this game into a fast food game is enough.

Almost the end of the year, the players have suffered for so long, it's time to eat some sweets...

……

For Chen Jiao, it is not difficult to produce the Genocide Prototype now.

In Chen's previous life, the game was released in 2009, and after removing the memory animation, it was less than 3G, which can be said to be a great savings.

The entire map of the game is a super miniature version of New York, with far less capacity than a game like the GTA5, not to mention the fact that the buildings in the game just made an enclosure and didn't make interior space.

And of course, the game doesn't have to be about what's inside the building, because the main stories happen in the open scene, and the players want to run on the roof and walls of the building, and they want to go in the open zone with airplane tanks, all kinds of monsters, hard anus, and they can't get in the building.

It is also easy for a stranger to learn about the main character's various moves and skills. After the production of "The Dark Soul," Chen Jiao's control over the battle system in the game has become very mature, and the cool moves in the building can be replicated well with the help of skill books.

In addition, modern weapons such as firearms, tanks, helicopters, etc. exist in the game, which can also be produced using modern weapons skills books. And these modern weapons in the game don't have that complicated performance difference, and they can be done with the initial skill book.

Chen Qiao also intends to optimize some of the relative sickness in the Prototype of Massacre.

First, monster AI. Overall, the Monster AI of Genocide is relatively simple, as shown below.

The main character stormed into the military base, grabbed the commander and absorbed him.

Xiaobing (radio): Here he comes! Our commander is down. Fire!

The protagonist goes out and clears his hatred and turns into the chief back.

Sergeant: Hello, sir!

And as a psychic, the protagonist flies wildly in the sky, and it doesn't even alert the army, which is really too mysterious. It makes people wonder if these soldiers who watch black are all retarded...

And of course, this is partly due to gameplay considerations, which can greatly affect the gameplay experience of some players if the main character is recognized by the military every time he runs cool in the building and then pursues it wildly.

But anyway, it does affect the authenticity and sense of substitution of the game to some extent.

Think about it, Chen Jiao, continue the original settings under the simple difficulty to make all players have fun, while under the difficulty to turn up the enemy's AI, players have to play more carefully.

In addition, the overall content of the "Genocide Prototype" game is relatively monotonous, after all it was a '09 game, and much of it is not rich enough. Viruses, human soldiers and modern weapons are not sufficiently diverse.

In terms of scenes, there are basically only three styles of the entire game: normal urban areas, infected urban areas, transitional urban areas, and buildings should have more severe reuse situations, so aesthetic fatigue occurs over time.

Chen's idea is to add more game content, more features, pedestrians, vehicles, etc. to make the whole city feel more authentic; at the same time, add some special weapons and equipment and enemies, and no longer fight back and forth the same goal.

In addition, Chan is considering adding a weather system to the game, the weather changes automatically throughout the city, and players can experience free combat in a variety of weather conditions.