The development of Assassin's Creed: Origins was progressing smoothly, and there weren't any problems with the VR version.
As for the loading problem that many people were worried about, Chen Mo used a more balanced design for Assassin's Creed: Origins.
Assassin's Creed: Origins would be an open world, and it could only be an open world. Since a linear game couldn't represent the entirety of ancient Egypt, the exciting side quests were out of the question.
However, there was an unavoidable problem with an open world, which was how to handle the loading of resources.
The quality of Uncharted Water already pushed the performance of the VR gaming pod to the limit, and this was under the premise that the VR gaming pod only handled a small portion of the game. If you wanted to make an open world, you would have to allow the players to explore any route they wanted. It was impossible to plan the players' route beforehand.
Therefore, the VR version of Assassin's Creed: Origins adopted a seamless map, which meant that the big map was divided into many small pieces. When the players arrived at a small piece, the surrounding pieces would be preloaded.
However, other games had done this level of "seamless maps", but they could not guarantee that the loading bar would be 100% eliminated. Therefore, Assassin's Creed: Origins had other methods.
For example, they could hide the loading bar at certain areas like in Uncharted Water through cutscenes or special actions, quickly loading the resources around the main character.
Another way was to plan the main storyline of the player more strictly. At the same time, they could use AI and big data analysis to predict the player's next route, using missions or activities as a guide to load resources for the player's next action.
This meant that if the system determined that the player had a high chance of completing mission A, it would load resources related to the mission A in advance, allowing the player to have a smoother time.
For example, if the player received a mission a few hundred meters away, and they happened to be at a teleportation point, most players would choose to teleport there. According to the usual settings, such a long-distance teleportation would definitely cause loading. However, if the system could predict his teleportation in advance, then it could load the resources near the teleportation point in advance, thus eliminating or greatly reducing the loading time. Perhaps it would only take a shot of the eagle flying across the sky to complete the loading.
Or, if the player died while completing a mission, and the respawn point was a few hundred meters away, they would also need to load resources. If the system still had resources for the resurrection point, the loading time could also be saved.
Through these methods, Assassin's Creed: Origins could eliminate most loading and give players a very consistent gaming experience. At least on their first playthrough, most players didn't realize that there was loading in the game.
Of course, players might have the sudden urge to teleport thousands of meters to another location. Chen Mo wasn't a god, there was nothing he could do about a problem that couldn't be solved with technology.
However, just like the original Assassin's Creed: Origins, Chen Mo arranged a cool loading space for the players. When the players were loading, they weren't just staring at the progress bar, but could run around in the Animus virtual space and try out their attacks. There were also dummies for the players to practice on, so they wouldn't feel bored during the long loading process.
Apart from that, Chen Mo also made some improvements to Assassin's Creed: Origins' levels and main quests.
In the original game, the difficulty and the arrangement of the quests weren't very reasonable. One of the most obvious problems was that many players felt that the main quests were too loose. They would get confused as they played, not knowing what to do.
This was because in the original game, the level suppression was quite severe even in the easier difficulty. If the players were to challenge monsters above their level, it would be very difficult even if they were skilled, due to the system design.
Therefore, the players were faced with a dilemma. If they only did the main quests, due to the lack of experience and level, the level requirement for the main quests would be much higher than the player's current level. It would be very difficult to complete the quests, and they might even get stuck.
If the players completed the main quests and then went on to complete the side quests, the difficulty would indeed be very low, and they would have enough experience. However, this would dilute the main storyline.
In the previous mission, he had just assassinated a member of the Ancient Dimensional Keeper, but in the next mission, he had to find a drunken husband or a missing child, or even retrieve a merchant's stolen horse …
After completing the side quests, the players would wonder what they should do for the main quests. They had completely forgotten about it.
Mixing the main quests and side quests would seriously dilute the main storyline, causing many players to feel at a loss as to what to do. What should I do now? The main quest's level isn't high enough, and I don't want to do the side quests.
In reality, this level suppression was completely unnecessary. Many players chose the easy difficulty to complete the story as quickly as possible. However, this kind of quest flow was equivalent to artificially increasing the difficulty.
Moreover, it didn't make sense from the background setting. Bayek was a well-trained warrior, and shouldn't be afraid of anyone, so why did he keep leveling up? It didn't make sense that he couldn't beat some of the stronger enemies without leveling up.
After all, Bayek wasn't a fledgling prince. It didn't make sense to progress the story by leveling up …
Therefore, Chen Mo chose to use dynamic leveling. The enemies that spawned throughout the map would be adjusted according to the player's current level. This way, the players could choose to only complete the main quests, then slowly clear the side quests; or they could do the main and side quests at the same time.
This way, different players could choose to experience the story in different ways. They wouldn't be restricted by levels, and would be able to enjoy the "Egypt Travel Simulator" better.
Moreover, the character design was more logical. I, Bayek, have always been this strong. Why should I be beaten up by you NPCs because my level is low?
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