MTL - I Develop Battlefield To Drive Global Players Crazy-Chapter 207

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Following Chen Xu's explanation, a general direction appeared in everyone's mind.

Obviously, this is a completely different type of FPS from the current market.

"Rainbow Six, this is the game we need to develop using this set of engines in the future."

Chen Xu put his hands on the table in the conference room and set the project after the engine was built.

That's right, this is the famous Rainbow Six under Ayu's previous life, or "Rainbow Six: Siege", which is based on multiplayer confrontation.

It can be said that the road to success in the siege is rather bumpy.

When the first Rainbow Six Siege was launched to the market, not only did it not explode, but it took on countless infamy.

The main reason is that Ayuna's very distinctive potato server and BUG are two local specialties.

The most dissatisfying place for players is that the Rainbow Six series itself is a counter-terrorism novel by Tom Clancy, although there is no such thing as black and black hair.

The most important thing is the early Rainbow Six, although it is also dominated by multiplayer, even before CS0.6beta exploded, it became the FPS that surpassed the Age of Empires and the number one online in the zone of Asoft... ......

But it is also a game that is biased towards tactical levels, and has always had a single-player plot.

But in the siege generation, it's actually better to cancel the single-player level and make it purely multiplayer.

But the poor quality at the beginning, as well as the traditional BUG and server, directly made the game almost die.

Fortunately, Ayu is different from Ah A's chant next door. He did not abandon the siege, but repaired it a little bit.

And update a variety of new operators to bring Rainbow Six: Siege back to life.

Although there is also too much emphasis on e-sports in the follow-up, it is a controversial practice to change the real, common, and classic anti-terrorist combat maps into a balanced design of rooms and corridors.

But from the perspective of thinking, it is actually good, that is, the producer intends to make the game more balanced, so as to prevent one party from having too much advantage on a certain map.

Of course, for Chen Xu, in fact, this early stage is not important.

Because of this unique game, it is doomed that players do not have hundreds of hours to tell which map has an advantage over which camp.

 …

1.5

After determining the content of this piece, the team needs to work with Big Goose and Phoenix Games, and develop products for the army there.

But this piece is pure grinding, with a little bit of detail.

The ballistics and recoil performance of the firearms, as well as the physics engine in the game, etc., are completely based on the realistic mode.

All it takes is a crazy pile of details.

For Chen Xu, all he needs is to perfect the planning book of "Rainbow Six: Siege".

And compared to the original "Rainbow Six: Siege", he definitely needs to change some details.

After all, it is going to be put on the VR side.

Chapter 296 What is the new work of the old thief?

In terms of game mechanics alone, the gameplay mode of “Rainbow Six: Siege” is not complicated.

Still no different from mainstream FPS.

Divided into attacking side and defending side, which are refined into three different modes: hostage mode, bomb mode and guard mode.

Among them, the hostage mode and the bomb mode, as the name suggests, are to rescue hostages or defuse bombs.

As for the guard mode, it is actually a point-taking mode, where players on each side occupy an area to determine victory.

As for the follow-up arms race based on the event version, Chen Xu is not going to join in the first version.

Of course, in addition to the three basic modes, there is also a special mode in the game.

That is the terror hunting mode, which is mainly to train novice players to be familiar with the game mode.

Players can deal with AI terrorists of different difficulty levels alone or in teams.

At the same time, the name was changed directly, and it became a real training ground, including the levels and enemies in it were also redesigned.

For example, the classic self-destructing big brother was deleted in subsequent versions.

For this model, Chen Xu is also prepared to keep it.

And it can also expand the gameplay of PVE18, such as the white mask in the game and the related world view, as well as operator introductions can be put into it.

In addition to this piece, the remaining more complicated place, that is, the design and construction of the map.

It can be said that the essence of the game "Rainbow Six: Siege" is not the number of technical equipment carried by the operators, nor the marksmanship in the game.

The map is the essence of this game.

Because the so-called tactics are all carried out around the map.

Many players in the previous life said that 500 hours of entry, which made many newbies tremble, although it is an exaggerated statement.

But a qualified operator wants to play and understand a map, and does not specifically go to the back to find the strategy.

It takes at least a few hours to basically figure out a map, and only figure it out.

Because this game's requirements for marksmanship are not as high as other FPS.

What's more important is a familiarity with the operator's skill mechanism, how to use props, and the map.

If you are not familiar with the map, then there is often a situation:

who I am? where am I? who is hitting me? Why is there someone behind me? who killed me?

Even abruptly turned "Rainbow Six: Siege" into a horror game.

This is caused by unfamiliarity with the map.

As a game, it is obviously impossible to be the same as the real counter-terrorism.

Therefore, in the game, a large number of obstacles such as walls, planks, and even floors can be destroyed.

And once it is destroyed, a new offensive route or a gun point will appear.

The attacker can use the props in his hand to forcibly destroy obstacles, and attack the opponent by surprise in unexpected places.

Similarly, the defender can also take advantage of this feature to open the channel first to expand his vision.

Or hide in a small room and completely seal it off with dragon scales.

Of course, this is strongly discouraged unless certain maps are specified.

In addition, the attackers also have two unmanned reconnaissance vehicles, which can enter the house to observe the situation and collect intelligence through the gaps under the planks and the ventilation ducts.

The defender can obtain the camera field of view in the building and observe the information of each area.

It can be said that from the beginning of the game, both parties will fall into a stage of information collection and psychological game.

So why is this game so demanding to be familiar with the map.

It can be said that understanding the structure of a map is the entry point for this game.

Secondly, in terms of action details, because it is given priority to the training of troops.

Therefore, the game will also add some richer content at that time.

 …

Time is advancing day by day, and the project of the army is already being finalized.

At the same time, the fps games on the other side of the big goose game and the phoenix game have also begun to make wind.

Obviously they all have the same idea, which is to develop their own projects along with each other while providing the troop-specific version.

Because the engine of the three cooperation this time is quite powerful, and at the same time, it is mainly based on the rich details of simulation and stacking.

The idea here in the big goose game is very simple, that is, be hard.

Expand the map while creating a Battlefield-esque mode with realistic details.

This is also a practice mentioned in the Nebula game before.

As for the information released by Phoenix Games, it is quite satisfactory.

Make a realistic FPS confrontation game, and then add some stand-alone plot content to improve the story and force of the game.

But obviously it's still mostly multiplayer confrontation.

And that's an **** for many fps players.

Although "Battlefield" and "Call of Duty: Modern Warfare" are still the two most popular FPS games.

But I have to say, everyone is already a little tired of playing.

Now there is a brand new FPS game, and it is still a big production, which naturally excites players.

But for the player group, they are more curious about Chen Xu.

Compared with the other two that have already started to promote the warm-up, there is absolutely no 620-point movement in Nebula Games!

"Speaking of which, the big goose and the phoenix are already warming up, what is the old thief doing?"

"Yeah! Isn't this a Call of Duty or Battlefield sequel?"

"It doesn't feel like it. From the data, it was developed to provide the army with an engine for training. It is mainly based on hard-core realism and simulation. These two series should be more of a cool direction."

"Did the old thief not do it? It doesn't make sense!"

"Speaking of hardcore, realistic, I'm suddenly a little scared, the old thief won't make a FPS soul game at that time, right?"

"I don't think it's possible. After all, how does the FPS soul system do? You can't let the player dodge bullets, but if you don't dodge bullets, isn't AI just locking the player for seconds? If you make an RPG, wouldn't it be driven by numerical equipment?"

"Yes, you can rest assured when it comes to the soul system. The old thief never likes to be in a difficult position with numerical values. What he prefers is to use level design to abuse us. FPS is naturally not suitable for the mode of law ring and black soul. ."

Online players are talking a lot, but they also have the same opinion.

That's Nebula Games, and there should be projects going on.

After all, every time Nebula Games has a project under development, it is basically this silent mode.

But guessing is guessing, this kind of performance without any news still makes them unbearable.

Chapter 297 Special Operator, CG is online

Discussion for online players.

In the Nebula game, Chen Xu didn't care too much.

Instead, focus on the development of "Rainbow Six".

Compared with previous games such as "Red Dead Redemption" and "Grand Theft Auto", they have to pile up real details differently.

In this game, they do the exact opposite.

That is to delete many real details. After all, the original version is for troops, and many real details affect the experience of the game.

For example, in the game, if the player is discovered by the unmanned reconnaissance vehicle, he must give the player a prompt, indicating that his position has been exposed.

And after death, the player must not be a black screen with nothing to see.

We must give the player a certain sense of existence. It cannot be said that there is no such person after death.

When the player dies, the camera can still be used to help the surviving players observe the information on the field, and then give tips.

In a normal game, when a player dies, he may think that he has given it away for nothing.

In addition to the voice, cheering and twisting the rope has no effect.

But in the game "Rainbow Six", it is completely different.

The death of the player also has a considerable effect.

When indeed alive, he may indeed have contributed nothing.

But providing information to teammates through cameras after death may contribute more than when he was alive.

Of course, it's not impossible. This player with 0 contribution alive, hangs up after death and occupies a hole for his teammates on the camera.

But side effects, isn't that also a function?

Besides, there are many details.

But for the overall framework of the game, it's not that complicated.

There is nothing too difficult in terms of gameplay.

The attackers at the beginning use unmanned reconnaissance vehicles to collect information on bombs and hostage points.