Firstly, communications soldiers are clearly more special than other regular soldiers.
Secondly, the importance of the communications soldier can be clearly perceived by the player with just a few lines of dialogue during the march.
Finally, the goal in the early stages of the game is very straightforward: to get a seven-in-a-row. Why get a seven-in-a-row?
Because the Seventh Company currently lacks a radio, the two sides have lost contact.
In this way, a whole host of questions are resolved: Who is the player? What does the player want to do? Why do they want to do it? Is it important?
Once these issues are resolved, the sense of immersion will improve.
The entire prologue team consists of 9 people.
However, the only characters with significant roles are the player-controlled veterans Li Zhiyuan and Lao Zhou, and a nameless recruit.
"Brother Li, I also want to be a communications soldier."
“Brother Li, I just saw you were panting heavily. Let me help you carry me. I’m young and strong.”
Why do you want to be a communications soldier?
"My dad said that if I joined the army, I would make a great career out of it..."
"What's so great about being a communications soldier?"
"That's still better than being a common soldier, isn't it?"
After hearing this, Old Zhou came over and patted the nameless soldier's head.
"You little brat, you look down on ordinary soldiers? Watch out or I'll beat you up."
After a brief setup, the team will encounter an aerial patrol during their journey, which will create a relatively tense atmosphere. However, there will also be humorous moments to ease the tension, such as after everyone has taken cover.
They would watch as the plane strafed an uninhabited area with its machine guns.
Old Zhou would make a joke.
"You son of a bitch."
However, the pressure soon returned to the players. Due to the frequent harassment from the US military along the way, the marching pressure on the squad began to increase if they wanted to reach their destination on time.
We could only take a small risk and walk along the edge of the trail after dark.
Chapter 613 Seeing the Big Picture from Small Details
Although this decision was somewhat risky, in order to make the journey, the team decided to continue along the edge of the road. Here, the player will encounter the second event, which is to find an antenna buried in the ground by the roadside.
Others might not know what the antenna is for, but Li Zhiyuan knew very well that it was a part of a radio.
"No, Lao Zhou! Something's wrong."
Before Li Zhiyuan could finish speaking, a searchlight suddenly swept across the front.
"Go to the ditch on the left!!"
At this point, the game enters the "tutorial" phase, where players encounter a US military outpost built next to a highway.
"Damn it, when did the Americans build this outpost?!"
Old Zhou cursed under his breath and quickly directed his squad to hide in the ditch on the left.
Li Zhiyuan pressed himself tightly against the cold snow, breathing rapidly, his heart pounding like a drum.
"do not move!"
Old Zhou lowered his voice, his eyes fixed on the watchtower ahead. The beam of the searchlight swept back and forth across the snow, like a cold snake, ready to bite their tracks at any moment.
"Old Zhou, what should we do?"
The soldier next to him asked in a low voice, his voice tinged with nervousness.
Old Zhou didn't answer immediately, but squinted and carefully observed the movements of the watchtower.
The game's camera will also turn towards the enemy at this time.
The searchlight moved with a regular rhythm, sweeping across the area every few seconds. There were two American soldiers on the watchtower; one was operating the searchlight, while the other leaned against the railing smoking, appearing nonchalant.
"Once the searchlight passes, Lao Li, you find a place to set up the radio. You kid who wants to be a communications soldier, you follow Lao Li and Xiao Zhang to the left."
"I'll lead the others to the right. Once we get close, we'll take out their searchlights and try to take them out. Otherwise, if they get stuck here, we'll definitely be in trouble when the main force arrives."
Next up is the player's first battle in the game.
The atmosphere is distinctly varied throughout the game, starting off quite oppressive, requiring players to stealthily advance and dodge searchlights, before transitioning to the later battle for sentry posts.
It's a very obvious curve.
However, this "prelude to the battle" is not entirely easy. If you've seen the movie "The Battle at Lake Changjin," you'll notice that many of the battle scenes are actually just a case of "what you fear most will come to pass."
It's a cliché, but it's very useful.
For example, when a player is about to reach an outpost, they will always be hit by the enemy's searchlight. Since there was no warning beforehand, this happens suddenly.
It will definitely give players a shock.
It also allows us to imagine what the consequences would be if this were a real battlefield and someone were exposed to this light.
Fortunately, at this moment, Lao Zhou from the other route came to the rescue, shooting down the enemy's searchlight as the bullets followed it.
After several twists and turns, players will become completely familiar with the combat and rely on close-range attacks and grenades to clear outposts.
After taking down the outpost.
In the story, Lao Zhou wants the soldier who has been following Li Zhiyuan to retrieve the radio that was just placed at the foot of the mountain.
However, after thinking about it, Li Zhiyuan, though somewhat tired, was still worried and went along as well.
This trip coincided with the attack on the outpost.
A U.S. military supply convoy, parked on the side of the road in combat stance, slowly moves forward.
"It's a convoy!" The soldier following Li Zhiyuan's expression changed. "An American supply convoy!"
Li Zhiyuan's heart sank, and he quickly pulled the soldier behind a rock by the roadside.
Through the darkness, several US military trucks could be clearly seen slowly approaching, their headlights casting two dim yellow beams on the snow.
"Damn it, they must have heard the commotion at the outpost and come to check it out."
Li Zhiyuan said in a low voice.
"How to do?"
Li Zhiyuan gritted his teeth and quickly thought of a solution.
“You’re young and stronger than me. Carry the radio and hurry back to tell Lao Zhou to leave quickly. I’ll hold them off.”
Li Zhiyuan said in a low voice.
"You alone? No way! It's too dangerous!"
"There's no time to argue! The radio must be delivered to the Seventh Company, that's an order!"
The dialogue is simple, and the camera cuts to the radio on the recruit's back.
This concludes the prologue of Act One.
When the second act is cut off again...
When the communications squad, now down to only three people, reunited with the Seventh Company, the player was no longer playing Li Zhiyuan, but rather the soldier carrying the radio.
The soldiers of the Seventh Company cheered when they saw the radio arrive.
"Good lad! I told you that anyone who can be a communications soldier is a coward. If you hadn't come, we would have had no choice but to keep going. What's your name?"
to here.
As the player enters their name, the story begins to unfold from the perspective of this player, who gradually transforms from a rookie into a veteran.
Compared to mindless shooting.
Lin Li still prefers to present a story with flesh and blood.
War is not child's play, but there are some wars we must face.
"My idea is that the radio station can be considered the 'core' of the entire game, but of course, our plot shouldn't be completely bound by the logic of sending the radio station..."
Lin Li chose the radio station and the communications soldier as his entry point because, on the one hand, this subject has a very intuitive narrative power.
On the other hand, during the Korean War, radio was the only communication tool on the battlefield and was crucial for ensuring battlefield communications.
Even in the movie "The Battle at Lake Changjin," there's a scene where the 7th Infiltration Company escorts a radio station. When the station is bombed by American forces, the soldiers desperately protect it with their bodies, a scene that is quite moving.
More importantly, each unit has its own radio station. Following the radio station means following the unit. Players who are communications soldiers also have the opportunity to engage in squad combat.
From a game perspective, the overall storyline is relatively easier to work with.
"By focusing on the small details to reveal the big picture, players can truly feel the tragedy and courage."
"Of course, we also need to prepare for big events..."
"There are many large-scale scenes in the movie. We can select some, or recreate a few key battles based on historical records."
Amidst the numerous scribbles and drawings, a development idea emerged. Although the story it tells is similar to the movie, and it also uses the Seven Links as the main narrative chain, the focus of the story is completely different.
in fact
The meeting lasted for about half a day. Lin Li followed the group and sorted out their thoughts. In fact, there were many stories in the script of "The Battle at Lake Changjin" that could be adapted.
When the project was initiated, a lot of script preparation was done around the "Changjin Lake" film team, but not much of this preparation was actually used.
This information, in turn, has become the best help in the current game project approval process.
Lin Li spent the rest of the day basically working with them to go over and sort out the main storyline of the game, as well as to make predictions for some key scenes and high-point scenes.
Discern what is usable and what might not be usable.
Chapter 614 Secrets
While Lin Li was busy working on the overall concept for the "Changjin Lake" project, outside there was a deluge of discussion about "Girls' Frontline: Siege".
In fact, the fact that the release of "Girls' Frontline: Siege" has sparked heated discussions is no longer big news.
Many media outlets even published some perfunctory news before and after the game's official launch, simply rehashing the strategies they had prepared during previous tests.
Released on schedule upon launch.
It gives people the feeling of an old married couple giving each other their dues, like "Spark is back!!" "Awesome!!" "Another Spark blockbuster."
Fortunately, both games and movies are considered "consumer" entertainment products.
It's no exaggeration to say that even in this timeline, Spark has significantly increased the production of high-scoring games, but it still hasn't fully captured the market.
The reasoning is very simple.
The gaming market has a huge reach, and a large number of players have a period of passion for games.
This period of passion, in single-player games, ends when you no longer want to play.
Yes, although it's counterintuitive.
But in reality, many players, even those who have paid for the official version of the game, don't even last until the end.
Taking "Black Myth: Wukong" as an example, the percentage of players who completed the game six months later was only 46%, and 46% is already a rather exaggerated number.
The completion rate for Red Dead Redemption 2 is 22%, while the completion rate for GTA 5 is 28.6%.
In service-based games, most players will naturally leave after a month of the server opening, and the remaining players will become "version" players.
Why did service-based games place increasing emphasis on version updates in later generations?
Only by updating to a new version and introducing new content can those players who have been drifting away be brought back.
The success of games like Starfire's "Girls' Frontline" is also based on the experience of "each major update feels like playing a new game".
Only then can it continue to operate.
Under such circumstances, the "consumption" period for a game is typically only about a month for a blockbuster game and about a week for an average game, after which it quickly enters a "plateau."
in other words.
As long as Spark can't release a new game every week, players won't feel tired of it.
They only knew how to take, and even in the second half of 19, when Spark was releasing new content like crazy, players were still complaining that it wasn't enough, not that it was too much.
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