After returning to the experience store, Chen Mo started to refine the design concept for The Killing of the Progenitor, finalizing some of the details to explain to the rest of the project team.
The VR version of The Killing of the Progenitor would use the story of The Killing of the Progenitor 1 as a blueprint, with no intention of releasing The Killing of the Progenitor 2.
This was because The Killing of the Progenitor 2 wasn't a successful game in terms of sales or reputation, it couldn't even be considered a proper sequel.
In terms of sales, The Killing of the Progenitor 2's sales weren't even half of that of The Killing of the Progenitor 1. In terms of reputation, it was even worse, with poor reviews from both the players and the video game media.
There were many reasons for this.
In terms of the main character, The Killing of the Progenitor 2 didn't just change the main character, it even changed the popular main character Alex to be the villain and killed, which caused a lot of dissatisfaction among the older players.
It could be said that this was a mistake that even a third-rate web novel writer wouldn't make, but the production team of The Killing of the Progenitor 2 did …
There was no need to argue about whether or not the plot was reasonable. The simple fact was that Heller's charisma was much worse than Alex's, and the character development was a failure.
This was why most players would think of Alex when they mentioned The Killing of the Progenitor series, not Heller.
From the style of the character, Alex was very handsome, with a shirt, sweater, leather jacket, and jeans. The design of the hood was very similar to Assassin's Creed.
As for Heller … well, it was a topic that was often discussed, especially in the Kingdom of Hope. People might talk about her skin color again, but the truth was that Heller wasn't handsome enough, nor did she have the charisma to speak. She was impulsive, reckless, and full of foul language in most of the story, a stark contrast to Alex, who was' ruthless but not talkative '.
Actually, it didn't matter if she was ugly, the key was that she had enough charisma. Just like Lao Chui in GTA 5, wasn't he also liked by many players?
Readers of web novels knew that if the main character wasn't portrayed well, a novel would be over, let alone a game that required a stronger sense of immersion.
Of course, this was the production team's fault. If Heller's character had been handled well, she would have been a likable character, but the production team didn't handle it well.
In terms of gameplay, "The Killing of the Original 2" had some new gameplay, but the players weren't sold on it. This was because this series had always been about "killing". The players wanted to experience the thrill of killing everything in their path. Who would want to play sneak around with you?
It was clearly a fast food game, so it was enough to make fast food and satisfy the players. It was impossible to make the players use their brains.
In terms of the core combat, which was the most satisfying, there were not many innovations in the game.
Many players felt that the content of the Killing Prototype 2 could only be considered as a large-scale downloadable content. Some of the skills were even removed, which greatly reduced the enjoyment of the players in the game.
Some people guessed that Brutal Kill The Original 3 might resurrect Alex, but … the production team had gone overboard, so there was no more. The game died, and they could only blame themselves.
Therefore, Chen Mo's thoughts were simple. He didn't plan to make "The Killing of the Original 2" into a classic, as it wasn't realistic, as the game was meant to be a fast food game.
It was enough to make the game a fast-food game that was fun enough.
It was almost the end of the year, the players had suffered for so long, it was time for them to taste some sweetness …
…
For Chen Mo, making "The Killing of the Original 2" wasn't difficult at all.
In Chen Mo's previous life, the game was released in 2009. The game was less than three GB after removing the memory animations, which was quite economical.
The entire map of the game was a miniature version of New York, which was much smaller than games like GTA 5. Moreover, the buildings in the game were only the outer shell, and not the interior.
Of course, there was no need for the game to include the interior of the buildings, as the main story would take place in an open space. The players wanted to run on the roofs and walls of the buildings, and fight against planes, tanks, and monsters in the open space. It didn't matter if they didn't enter the buildings.
As for the actions and skills of the main character, it was easy for Chen Mo. After making Dark Souls, Chen Mo was very familiar with the combat system in the game. The parkour moves in the buildings could be replicated with the help of skill books.
Moreover, there were modern weapons in the game such as guns, tanks, and helicopters. These could also be made with modern weapon skill books. Moreover, the modern weapons in the game weren't as complicated, and could be made with beginner skill books.
Chen Mo planned to make some improvements to the content in "The Killing of the Original 2" that was criticized by others.
First was the monster AI. Overall, the monster AI in "The Killing of the Original 2" was quite simple, as shown below.
The main character charged into the military base, grabbed the commander, and absorbed him.
Soldier (Wireless): He's here! Our commander has been killed, open fire!
The main character went out to clear the aggro, then turned back into a commanding officer.
Soldier: Greetings, commanding officer!
Moreover, as a person with superpowers, the main character was able to fly around in the sky without alerting the army. It was a mystery, and made people wonder if the soldiers of Black Watch were retarded …
Of course, part of the reason for this setting was gameplay considerations. If the main character was recognized and chased by the army every time he was parkour, it would greatly affect the experience of the players.
Regardless, this setting did affect the realism and immersion of the game to a certain extent.
Chen Mo thought about using the original setting for the easy difficulty so that the players could enjoy the game. On the other hand, he adjusted the enemy AI for the hard difficulty, so the players would have to be more careful.
Moreover, the overall content of "The Killing of the Original 2" was relatively monotonous. After all, it was a game from 2009, so there wasn't much content. Whether it was viruses, human soldiers, or modern weapons, there wasn't much variety.
There was also the setting. Basically, there were only three styles in the game: normal city, infected city, and transitional city. Moreover, the buildings were heavily reused, so the players would get tired after playing for a long time.
Chen Mo thought about adding more content to the game, adding more unique buildings, pedestrians, and vehicles to make the city feel more realistic. At the same time, he wanted to add some special weapons and enemies, so the players wouldn't have to fight the same targets over and over again.
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