Almighty Game Designer

Chapter 1147: The Accessible Future (2nd Amendment)

In addition, the response of unfair playing patterns in the player community is also extremely strong.

The so-called unfair game model is actually like "Dawn Killer", the game itself is pvpppppp, it is a single person versus multiple people, but a single person has obvious advantages in terms of fighting power or game mechanism.

Chen Qiao has raised Dawn Killer to an alternative R&D project, but construction has not yet begun.

Overall, this unfair playing pattern can be applied to many games and has a very unique appeal for players.

In competitive games like League of Heroes and Forward Watch, for example, unfair playing patterns can be opened, with one player controlling the hammer, dramatically increasing the amount of blood, attack power, and e-skill damage, while the other players play ordinary heroes, trying to escape the hammer and trying to activate the map mechanism.

Of course, this pattern must have accompanying game maps and play mechanisms to ensure as much balance as possible, otherwise it is easy to create a "butcher player-1” situation.

Free exploration mode, on the other hand, hides the specific winning conditions of the game, and the player spontaneously explores it.

For example, the same horror game called "Escape," where the player's goal of winning is no longer to break through on a previously established route, but to find a key clue in a huge mountain psychiatric hospital.

If the player still plays along the same route, he or she may find himself or herself with an extra bumpy fat man on his or her way through, or even the architectural layout of the psychiatric hospital has changed without triggering it at all...

For a limited period of time, players not only want to survive, but also go into unknown rooms and suffer a lot of creepy door kills just to get a small note from a drawer or shelf to tell the next step.

Only players who follow this clue to explore the next area in a purposeful manner will eventually find their way out of here.

Of course, there are also less frightening patterns of free exploration, such as those in the Assassin's Creed. Players don't have to be scared, but there are higher requirements for diving and assassination skills, to steal key items from a large number of Templar Knight enemies, and by the way, to assassinate, in multi-player mode, to accomplish different mission objectives.

Free Exploration Mode is the most liberal mode, and while it may not be as obvious as other modes, it is expensive enough to fill.

The last mode, the entertainment mode, is even bigger than the brain hole, in addition to arranging for the player to play undercover mode, there are also many game modes that make the player feel “you're crazy”.

For example, the biggest difference from single-player mode is that players can hook other players with a large hammer, and when two connected players use a large hammer to power, they calculate through the game's unique physical engine, with a series of uncontrollable consequences.

For example, if the first player caught the cliff and the second player caught the first player, the result of the first player dumping the hammer could be to throw the second player out or be dragged down by the second player...

As a result, "Seeking Ascension" instantly went from a game of suffering to an entertainment game, where players could collaborate to clear each other more easily, or drag each other backwards very shamelessly...

There is also the True God of War experience, based on "God of War 4", where you can experience how perverse it is to have a bloodless pattern with your son.

Of course, the “asynchronous mode” of the Assassin's Creed is what gives the players the most pleasure.

According to the Assassin's Creed, when the real protagonists are not synchronized enough with their ancestors, a series of weird phenomena can occur, such as heaven, earth, flying, ghost animals, gliding, falling flat, crocodile upright walking, swimming in the air, spiral flying, etc...

When players experience the different synchronization patterns of Assassin's Creed, no one knows what's going to happen in this weird world...

Some players are so shy, isn't this just a game bug?

But soon there will be enthusiastic players explaining: "No, of course not a bug! This is a game mode that Serrent deliberately made and is supported by the corresponding settings in the plot! You can see that these bugs were made deliberately. You can see Serrent's imagination! ”

Many players have said, after experiencing the "Cold Crow in the Sky," when did you come up with a fun naval game? It better be the kind of boat that goes up in the sky!

Flying Dutchman. Understand?

Chen Weihao said: “Let's just say that" Pirate of the Caribbean "has been added to the R&D program...”

……

Players soon immersed themselves in a whole new oasis world, and praised these brain-hole gameplay patterns.

In fact, this updated version of Oasis 1.0 is not only an integration of these super IPs in the past, but also an exploration of the multiplayer world.

For the players, they've never had such a gaming experience, so it's very novel.

These big IPs, each and every one of them, are a huge, incredibly complete world, and just using them to tell a story is a little wasteful.

Those classic characters and classic settings can actually be interpreted and interpreted over and over again, and when classic ips and new ways of playing collide, they tend to wipe out brilliant sparks.

Integrating countless huge gaming worlds, players play an adventurer in shuttle time, turning the Earth's world into the main universe, and other gaming worlds into parallel universes around the Earth, allowing the real world to be highly integrated with the game world.

Even one day, it allows all players to forget that those are games, making them think they are real things, blurring the boundaries between the real world and the game world...

By that time, the game was the ultimate, and that was the direction that Chen Qiao had been pursuing, the future of the game.

At present, Oasis 1.0 is just a platform for integrating games, but in the near future it will become a highly unified world of games.

Players can travel through oases in a small world, gain special abilities in these small worlds, and create themselves into a unique character with unique fighting abilities.

Different players can work with each other through a matching system to complete a script, or even run a contest to determine the strongest player and get to the top of the entire game world.

These are not empty fantasies for a stranger, but a future within reach.

Perhaps by then, the oasis should be renamed the Lord God World?