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Home > Fantasy > Almighty Game Designer > Chapter 632

Chapter 632

Words:1602Update:22/06/20 13:07:37

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Chen Mo was still working on a design concept in the experience store.

Chen Mo actually had a lot of options for FPS games. Many high quality FPS games in his previous life had their own advantages.

However, with Chen Mo's current abilities and the requirements of the new game, there weren't many options available.

First of all, a large scale modern war theme could be passed on. One reason was that he didn't have enough resources, and another was that the Chinese players weren't interested in it.

If this game was made, it would most likely be marketed in Europe and North America. It wouldn't have much of an advantage in China compared to Wolf Soul and Fire Assault.

Secondly, although it would be used for military training, the main point was to cater to the tastes of the Chinese players. It was a game, not a modern war simulator for the military.

If it was purely for war simulation, then the best choice would be METAL Assault. However, as a game, it required too much equipment, and had too many complicated controls. It was infinitely close to the reality of modern warfare. Although it wouldn't be a loss, it wouldn't be popular.

Moreover, with Chen Mo's current abilities, it would take a lot of effort.

Moreover, using it for the military didn't mean that it was for the special forces. There were so many normal soldiers and police officers in China, but how many special forces were there? If it was just for the special forces, then it would be even more extravagant.

If the special forces wanted to train, they could do it in real environments, with real people acting as hostages. After all, the special forces were all elites. VR games couldn't compare to a real training environment, no matter how realistic it was.

Therefore, the game had to be more universal. For example, the gameplay that Wolf Soul and Fire Assault made for troops to use was actually just charging around in special maps.

There were two main uses for FPS games on the VR platform.

One was to train reflexes, awareness, teamwork, and individual combat skills to deal with complicated battles. The game wasn't only suitable for the military, but also for the police and police.

Getting the police to learn high-end maneuvers for the special forces wouldn't be useful to most people.

The other was to add some fun to the boring training. No matter how realistic a VR game was, it couldn't replace the daily training of the military. It was just a way to adjust and relax the body and mind.

Moreover, a VR game was still a game at the end of the day. Chen Mo's main goal was to make a good FPS game and take over the market. VR training for the army was only the second goal.

Just like when Emperor Dynasty Entertainment was discussing, the first thing they thought about was how to make the game more interesting to the players, not how to satisfy the Game Committee's requirements.

Once Chen Mo had enough experience in making FPS games, and the conditions allowed it, the ultimate goal of a VR FPS game would be to make a modern war simulator like METAL Assault.

However, even if it was made, not many people would play it. After all, the closer it was to reality, the more complicated it would be, and the more complicated it would be, the more niche it would be. At that point, it would no longer be about making games for profit, but for historical status.

Of course, this was a gradual process. Not only Chen Mo, but even video game designers around the world haven't reached this stage yet. Moreover, the technology of VR platforms hasn't reached this level yet, so that's all in the future.

It was the same for other standalone games. Although these games had their own advantages in the eyes of hardcore gamers, the most important thing for Chen Mo was the price.

Use the least amount of resources to produce the best results. If you can simplify it, then don't complicate it.

For Chen Mo, there was a shortcut he could take.

PlayerUnknown's Battleground: The Great Escape.

The reason why this was a shortcut was because although the gameplay was completely different from traditional FPS games, it wasn't difficult to make.

As a game, PlayerUnknown's Battleground should be considered very successful. It was extremely popular both in China and overseas. It had even spread its popularity to the group of players who did not play FPS games at all.

Two years after LoL was released, Chen Mo still didn't have a phenomenal MMORPG that could dominate the VR platform. Releasing PlayerUnknown's Battleground at this critical juncture was perfect timing.

Of course, releasing PlayerUnknown's Battleground didn't mean it could take over the entire VR platform, nor did it mean it could end all FPS games. It was a very novel gameplay, but there was still a lot of room for FPS games to grow.

For Chen Mo, there would be more FPS games with more content after PlayerUnknown's Battleground, but they would all have different goals.



PlayerUnknown's Battleground was a complete victory for the game's design concept.

In fact, the technical level of PlayerUnknown's Battleground was not particularly high. Many FPS games that were way earlier than PlayerUnknown's Battleground could actually achieve this. However, because the design concept was not up to par, there had never been a game that could make a similar "Battle Royale" mode as perfect as it could be.

From dayz to h1z1, and then to PlayerUnknown's Battleground, similar modes were constantly evolving.

In Chen Mo's previous life, dayz was based on a module from METAL Assault 2, which was released in 2009.

In Armed Assault 2, it was already possible for multiple players to survive and fight on a large map. However, PlayerUnknown's Battleground, which had perfected this mode, only became popular in 2017. There was a gap of eight years between this and the game.

There was definitely some technical improvement, but it wasn't to the point where it could decide the life or death of a game.

From the dayz module in 2012, to h1z1 in 2015, and then to PlayerUnknown's Battleground in 2017, the mode was constantly being developed and perfected, and this couldn't be done without the constant efforts of the "Father of PlayerUnknown's Battleground", Brandon.

From a certain point of view, Brandon could be considered one of the top video game designers, as he was the one who created and perfected the entire Great Escape mode.

Of course, the idea of the "Battle Royale" game originated from the blockbuster movie "The Great Escape," but after all, the movie and the real game were worlds apart. Out of billions of people in the world, only Brandon had truly turned this idea into reality.

In Chen Mo's previous life, PlayerUnknown's Battleground wasn't the best FPS game in terms of quality, and many hardcore FPS gamers could belittle the game in many ways.

However, it was undeniable that Brandon's ideas were perfect as a video game designer. As for whether the game was good or not, that was the responsibility of the technical staff, and had nothing to do with the video game designer.

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