Game Entertainment Empire

Chapter 1150 Elizabeth

In fact, when he saw the topic of AI, the first thing that popped up in Yang Chen's mind was the game called "BioShock: Infinite" in his dream memory.

Putting aside its art, gameplay, and plot for the time being, in terms of AI alone, Elizabeth, who is the player's little helper in the game, can be said to be the benchmark for AI teammates in the game.

Unlike other games, "BioShock: Infinite" can be said to be an out-and-out story game.

The way the game is played, such as the combination of guns and magic, although it can be regarded as a novelty, it cannot be said to be an experience.

But other content in this game can be said to be the benchmark.

The beautiful floating city of Columbia in the air, and Elizabeth, which makes players dream of.

There is also the deep plot, a kind of irony to reality, the more flashy and gorgeous the more unsightly reality is hidden under the surface.

Coupled with the jaw-dropping plot, and a bit of bloody violence against the beautiful background, it is presented in a cartoon-style picture style, and combined with exaggerated performance, the whole game is like a drama, bringing a great feeling. tension.

Of course, the game itself is not so flawless.

The first point is the battle in the game. The repetitive content is very high, and the types of enemies and the changes of the scene are not rich enough.

The other is the content of the game plot itself. There is no doubt that the plot of "BioShock: Infinite" can be said to be very brilliant, extremely complex and magnificent, full of metaphors and reflections, especially the final reversal. After knowing the truth, the whole person was dumbfounded.

But it also has a lot of disadvantages.

Compare that to story-driven games like Red Dead Redemption, The Last of Us, and The Witcher: Wild Hunt.

Although the story of "Bioshock: Infinite" itself is very good, it is obviously still a little immature in terms of how to present this story in the game.

The vast majority of players have a feeling that in the first week of the game, they are ignorant of the story of the whole game and don't understand what the story is.

As far as Yang Chen is concerned, these problems are actually not a small challenge for the current Nebula game team in terms of funds and technology.

Another most important place,

There is also how to present a better Elizabeth, which is also a point that Yang Chen pays more attention to.

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After confirming the idea in this regard, Yang Chen also quickly contacted the domestic AI research institute.

The excellent AI in Nebula games itself has always been a major feature of its games.

The large sum of money sponsored every year is not in vain, and the corresponding technical nebula games are entitled to use rights.

Soon on the internal team side, Yang Chen asked him to build a small scene using the materials already in the art library.

"It can respond to various behaviors of players, but the resources it occupies are quite huge."

"The resources occupied are indeed a little scary, but in fact, they don't need that much."

In the team, looking at a related statistic, Yang Chen also had a rough idea in his heart.

It is not the so-called artificial intelligence, but actually relies on big data and its own logic algorithm.

And judging from the current scene environment, there are still some abruptness.

But this is not very important, because these things can be overcome in the subsequent game development process.

For example, the action design of the characters in the game, the reaction of each different action, can be recorded through motion capture, including the facial expressions of the characters in the game, and even the details of the various tones of speech.

After confirming the overall direction, Yang Chen and Lin Jiayi discussed some more about AI.

At the same time, I am also writing the design concept draft of "BioShock: Infinite".

"BioShock: Infinite" is actually a new challenge for Yang Chen and Xingyun Games' team to some extent.

In terms of story background, combat system, and level design, it is actually not much different from other games.

Including how to tell a good story in VR mode.

There are "The Last of Us" and the "Halo" that was just developed before. It can be said that this is not a big problem.

As for the combat system and level design, it is not a big problem.

There are two more important points, one is its art style.

Using simple steampunk is actually not accurate.

Because the art style of "BioShock: Infinite" can be said to be diversified, and the reason why it is called a work of art comes from this.

Even though this is a game in dream memory, judging from Yang Chen's current eyes, apart from the fact that the modeling materials in the game are holding back, this unique art style can be said to be unique and perfectly combined extreme.

The game itself incorporates the aristocratic Art Deco style. In addition, the characters and scenes are accompanied by retro mechanical punk. At the same time, the whole picture is rendered in a cartoon-like way, and it is given bright colors like oil paintings.

Among them, steampunk, coupled with Victoria's unique style, combined with the future style with its own dystopian plot, can be said to make people feel extremely amazing.

The second point is the design of Elizabeth, a player teammate in the game.

How to make players have a deeper impression of this role is also the core point that the team needs to pay attention to.

Because in the game "BioShock: Infinite", if you want to give it 100 points.

50 points come from its art and plot, and 50 points come from Elizabeth.

This is not just a simple matter that needs to be piled up with details, but more importantly, it is an interaction and interaction between the player and Elizabeth.

In addition, there is the plot of the game. Like games like "The Last of Us", it tells a story directly and linearly.

That's a bit of a stretch for BioShock Infinite.

Because of its own story, it pays more attention to the shock and reversal after the truth is known.

But also how to keep this reversal, so that players have enough surprises, but not feel confused, this is also a very important thing.

Under the new VR mode platform, how to make this art-level game retain and bloom its greatest charm.

Looking at a rough design concept draft in front of him, Yang Chen also had some expectations in his heart.

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