Losing Money to Be a Tycoon

Chapter 331: BE QUIET, a multi-player horror game!

“While there are many ghost and mutation themes in horror films, and the visual impact is even stronger, there is also a category of horror films made entirely of ordinary people, and the horror effect is also very impressive. ”

“To be honest, terror is just a feeling, and there is no need to be overly obsessed with the visual impact of ghosts and mutants. ”

“Take the example of our company, just close the curtains and everyone is immersed in the atmosphere of terror, then just one scream is enough to make everyone feel horrible...”

“So the creation of the atmosphere is of the utmost importance, and people are sometimes more frightening than ghosts… this should be a very important point. ”

“If we can reproduce this feeling in the company in the game, does it have the same horrible effect? ”

Wang Xiaobin deeply shares this: “Yes, yes, I was going to say it. ”

“Well, we do a horrible scene in the game, and then we throw in a lot of players, and we let terror gradually ‘infect’ and ‘spread’ in the crowd, just like it happened in our company. ”

Leaf Boat continues: "In other words, the fear in this game comes not from the ghost map, but from the malice of other players, from the spreading atmosphere of fear, from the environment. ”

“Then, after fear spreads, there is bound to be a conflict between the player and the player. ”

“The players must not be completely cooperative, otherwise they would become 'singing international songs and breaking into haunted houses', losing their challenge and running counter to our goals. ”

“Aren't we the source of a sense of fear that we must intimidate players by making them conflicted, confronted, and frightened? ”

“And the way players confront each other… President Pei has also revealed to us that the weapon system! ”

Ye Zhou looked at the third point highlighted by President Pei: “The strongest weapon is just a pistol, because the game is full of ordinary people, not ghost demons, so no excessively powerful weapon can appear, which can unbalance the battle between the players. ”

“Other weapons, which can be daggers, can be stones, can, in short, cause harm to ordinary people, but not the kind that must be killed. ”

Two people discuss it and record it.

Lin interjected in due course: “There is also a hidden setting here. Although Bae did not make it clear, this setting has been called out in the course of our reasoning. ”

“Achieving the diffusion effect of fear in a group of players means that most players should initially be ‘innocent'; then entering into confrontation means that some players will be transformed into ‘perpetrators'. ”

“How is it going to change? ”

Ye Zhou frowned and thought: “I remember President Pei said that the most appeared in this game... mental illness? ”

Lin nodded later: "Yes, psychotic! ”

“The aggressive perpetrators, in the circumstances, should belong to dangerous persons who are insane or, in other words, insane. ”

“I think it's possible to introduce the concept of 'mental value', or san value, that exists in a lot of games. Many elements in the scene will keep the player's mental stress going up. Once a certain value is reached, the player will go mad and become the perpetrator, going to kill those who are still normal. ”

Wang Xiaobin nodded as he recorded: “Sure enough, so smooth down, everything is clear. ”

“It's just that some details are still missing. ”

“For example… since it is a multiplayer video game, should we add voice systems and allow players in the game to chat with each other? ”

“If players could talk to each other, they would engage in a series of sand sculptures that would diminish the horror of the game. There is also the possibility of maliciously forming a team after voice negotiation, drilling the game space, and making the game less fun. ”

“If we can't talk to each other… again we feel like we're losing a lot of fun, there's not much left for players to communicate with, and it could turn out to be just confrontation without cooperation. ”

Ye Zhou thought, “This is a good idea. Since ‘talking in the game’ is such an important thing, we have to find a way to limit it. ”

“Players can talk, but they can't just talk. Every sentence is very precious, and there may be punishment for saying too much. ”

“For example… turns crazy. ”

“A qualified game of terror should be like the atmosphere of our company. ”

“Everyone moves forward in the dark. ”

“If someone says something out of the blue, then everyone screams...”

“In that case, I suddenly came up with a nice game name. ”

“" BEQUIET ", Chinese name is" Shh! ”

……

Under the brainstorming of three people, the idea of this horror game was born very quickly.

The basic idea of the horror game BEQUIET is a multiplayer horror game with 8 players + a random number of NPCs per game.

The number of NPCs varies from 4 to 8, and NPCs are played by AI in order to have a certain confusing effect on the player.

All players and NPCs will enter randomly generated game maps, search for props, find a way out, and interact with other players, NPCs.

Game maps will use different scenarios, initially planned for psychiatric hospitals, madman villages, country hotels, castles, schools.

These scenarios can be extremely random, and the algorithm of the program lets you randomly refresh the purpose of each room and its props before each game begins.

Each room has pickup props and scene props. Scene props cannot be carried on you, but can be used to produce some special effects, such as a radio that plays a specific recording to increase mental stress.

Players and NPCs will refresh randomly and dispersively at some of the map's birth points, and once the game starts exploring the map.

In the map, players will find special props such as daggers, bandages, psychotropic substances, strange idols, etc., which can attack others, some can heal themselves, some can reduce mental stress, and some can increase mental stress.

How it works depends on the player's game strategy.

At the same time, eight players will initially have different identities, different identities and different winning conditions.

One police officer, three good people, three mentally ill people and one ambitious man out of eight.

The goal of police officers and good men is to escape, the goal of the mentally ill is to plunge everyone into madness or death, and the goal of the ambitious is to survive alone.

In case of NPC, the NPC will be assigned according to the proportion of half good people and half psychiatric patients.

When the player dies, his identity is finally revealed.

There are some weapons and props in the scene, and police officers are born with pistols that can do a lot of damage to both normal and crazy people, while other players can get props from the scene or throw them on the ground.

Commonly used props are daggers and strong light flashlights, which cause high damage to normal people, while strong light flashlights cause high damage to lunatics.

In addition, there are weapons that are relatively difficult to acquire but more powerful, such as axes and flares.

Psychiatric patients are not equal to lunatics.

“Crazy” is a concept relative to normal people.

Initially, police officers, good people, psychopaths, and ambitious people were normal people, and the initial attributes were exactly the same.

Over time, and as some of the props in the scene affect, some players' san values (mental stress) will continue to rise, from “normal people" to “lunatics” when a certain threshold has not been reached to take drugs that reduce the san values.

Maniacs move faster, have higher health, attack power, and other basic attributes than normal people, but once they enter the "maniac" state, the player loses all ability to communicate, and the muscle expands, the model changes, so that other players can see it visually.

Voice communication is allowed in games, but is severely restricted.

Players can only say one word at a time in the game for less than 10 seconds. After that, the sentence will be played out after being processed by the system's sound software.

With every word, the player's san value rises.

Not talking at all and easily perceived by other players as enemies or AI; too much talk increases the risk of turning yourself into a madman on the one hand, and makes other players doubt their true intentions on the other.

In addition, most meaningless actions were removed from the game to avoid sand sculptors being able to create show effects.

For example, you can jump only after certain terrain, otherwise you can't jump in place.

For players, especially those who are mentally ill and ambitious, there are different strategies and ways to play in the game, similar to many table games.

Police officers and good people should search for organs and exits in the scene, while being vigilant to others and, if necessary, decisively strike out to eliminate hidden dangers;

The san value of the mentally ill is much lower than that of the good people. They can be actively turned into lunatics to attack the good people through the props in the scene, or they can be disguised as good people to induce other good people and lead them into some traps;

Ambitious people can also achieve their goals by disguising themselves as good or crazy in the light of the current situation.

Each player constantly guesses his or her identity in the game while adjusting his or her game strategy.

At the end of the game, the overall rating will be based on each person's data, game time, and different roles played.

For example, an ambitious player is a very difficult character to win, so losing is only a small deduction, and winning is a big bonus. At the same time, considering that kills, riddles, collecting props, etc. in the game are all credited, even if the ambitious goals are very difficult to achieve, there is an incentive to continue playing.

……

In a short afternoon, the big frame of the game has been set.

Ask questions and solve problems. In this infinite loop, some of the settings in the game are quickly finalized.

Looking at the first drafts of the designs with dense handwriting and numbness, Ye Zhou and Wang Xiaobin could not help but be moved.

Much better than originally thought!

While playing the horror game and conceiving the game settings, I haven't had much success in two weeks.

But now, in one afternoon, the game's prototype is out!

What's the difference between the two?

The difference lies in the direction given by President Pei, while Director Lin provides an idea for analyzing General Pei's intentions.

Along these lines, everything is solved!

So far, although everyone is not sure if the game will succeed, at least, the game is complete and there are no similar competitive games on the market, giving a very novel first impression.

And Bae pointed out an obvious path for the game, which is more like giving everyone a mindfulness pill.

Looking at the design paper, Leaf Boat couldn't help but be emotional.

“Is this the final product of this horror game that President Bae had long thought of? ”

“Wonderful! ”