Many people felt that the 'Battle Royale' mode was unpresentable, and many FPS companies did not want to make it … Obviously, this was all nonsense.
Not only were domestic video game companies imitating it, but foreign companies were also learning from the Battle Royale mode.
EA's CEO, Andrew, praised PUBG for injecting new blood into the industry, and was very impressed with the development team of PUBG. He also said that there might be a similar battle royale mode in Battlefield in the future.
CEO of Ubisoft
When Guillemot responded to the relevant questions on the company's financial conference call, he also said that the current Battle Royale was a very interesting gameplay, and they might also introduce this mode in future downloadable content.
The fact that these classic FPS companies were paying so much attention to PUBG showed how successful this mode was.
…
To Chen Mo, PUBG was the most cost-effective game at the moment, especially as a VR game, its resources were very controllable.
In terms of game mechanics, PUBG consisted of a hundred players parachuting to every corner of the island, searching for weapons, vehicles, and resources with their bare hands, and surviving until the end.
There were close to thirty types of firearms in PUBG, but it was still within Chen Mo's acceptable range.
As for the various items and vehicles, many FPS games had already made them, it was just a little more fancy.
The biggest difficulty was in recreating the entire map.
Unlike LoL, the map in PlayerUnknown's Battleground was not something that could be memorized by rote. The map was 64 square kilometers in size, and there were all sorts of complicated terrains and buildings on the map. It could be said that most of the work was done on this map.
Fortunately, Chen Mo had looked up some information when he was playing this game in his previous life. There were websites like SVSVR that had the entire map, and he should be able to use Memory Playback Potions to recreate it.
Even if there were some deviations, Chen Mo could rely on his own level design skills to make up for it.
Of course, it did not matter even if he could not remember it at all. Level design could be learned over time. Under the premise that the design and basic rules were very clear, it was just a matter of how the terrain was divided, how the houses were placed, and how to farm resources.
Secondly, it was the basic settings of the game.
In terms of movement, PlayerUnknown's Battleground had a certain survival nature to it. Therefore, the movement would definitely be richer than traditional FPS games. It even included movements such as turning one's head left and right, jumping over walls, and so on.
For a VR game, Chen Mo considered adding more action to make the experience more realistic.
On the one hand, there was the addition of the "Find Cover" operation. At this time, the player would have their back pressed against the cover and could poke out at any time to shoot. After shooting, they would automatically return to the "Close to Cover" state.
(There were similar controls in both GTA 5 and Uncharted Waters.)
On the other hand, he added the "Blind Shot" function. When players hid behind cover and were unwilling to expose their heads for accurate shots, they could use Blind Shot, which meant that they would extend their guns out of cover to shoot. Of course, under such circumstances, the accuracy of the shots would be greatly reduced.
Apart from that, there was also the option of "Butt Attack". When the distance between the player and the enemy was very close, the player could use the butt of the gun to hit the enemy, causing a relatively short stun effect and a small amount of damage.
In terms of movement, the "climbing system" was further enhanced, allowing players to climb up steep slopes or the walls of houses. However, during the climbing process, the player would have to keep their gun, and would take damage based on the height they fell. There was also a limit to stamina when climbing, and would fall as soon as they ran out of stamina.
Moreover, not all places could be climbed. Only some hills with relatively soft soil and the walls of houses with climbing points could be climbed.
Obviously, this climbing system was to allow the player to choose more routes. It was a high-risk, high-reward move.
Apart from that, the player would have more tactical moves, such as rolling and diving. These moves would also consume the player's stamina, and had a certain cooldown, so they could only be used at critical moments.
These moves could be combined with the physics engine. For example, when the player was sent flying by a frag grenade, or fell from a high place, they could roll to avoid falling damage, while adjusting their position.
Rolling when jumping out of a moving vehicle could also avoid some damage, but if the speed was too fast, they would still die.
Apart from that, the game would also use some classic settings, such as different positions (standing, crouching, lying down), the recoil of the gun, and the drop of the bullet.
At the end of the day, there were two main reasons for the changes.
The first reason was to make the battle situation in the game more complicated, so that the players who liked to use their brains would have more winning strategies. The second reason was to make the entire game more like a real battle. At the very least, when the enemy discovered you first, you could roll for cover and wait for an opportunity to counterattack.
In terms of the review, there weren't any major problems.
Not to mention the fact that the policies in the parallel world were different from the previous world, the review was more relaxed, and Chen Mo was an honorary committee member. Even Killing the Original had passed the review, what more PlayerUnknown's Battleground. On the other hand, even if there was a problem with the review, it would just be a change of packaging, changing the story background to a simulated military training, and at the beginning of the game, explaining that the game was virtual and no one would die.
If it didn't work, they could even put up a banner in the game, with slogans such as "Train hard, protect the country, strive to be the best, keep improving". They could do whatever they wanted, as long as it highlighted the positive energy …
Of course, there was no need for Chen Mo to purposely walk into a minefield. The story of PlayerUnknown's Battleground was set on a lone island, and the various character models were based on the characteristics of various races and regions of the world. He tried his best to minimize the background of the game.
…
Soon, the design concept of the game was completed, and it was time for the routine presentation session.
It was obvious that everyone in the room was looking forward to it. After all, this was the first game Chen Mo was going to make in the new year, and no one could guess what Chen Mo was going to do.
According to most people's guesses, Chen Mo would probably continue with Dark Souls and Super Mario Odyssey. The idea behind Odyssey was to focus on classic works with bigger scenes. After all, Chen Mo had just won TGN's Game of the Year, and now his journey was in the sea of stars, making money was a secondary goal.
Chen Mo smiled at everyone, the projection screen hadn't shown the concept draft yet, "Our next main research and development task is PlayerUnknown's Battleground."
Everyone in the room was stunned.
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