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Home > Fantasy > Almighty Game Designer > Chapter 834

Chapter 834

Words:1533Update:22/06/20 13:08:25

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The rich plot of Assassin's Creed: Origins quickly became one of the hot topics among the players.

In Assassin's Creed: Origins, there were five chapters and more than 120 main and side quests. In addition, there were more than a dozen ancient tomb exploration quests and all kinds of elements, such as papyrus, stone rings, and synchronization points.

In terms of content, these side quests could be said to be all-encompassing, involving drama, horse racing, poetry, philosophy, peddling, weapon forging, helping the townspeople, assassination, and many other aspects. It could be said that the large number of side quests was simply a panoramic view of the life of the entire ancient Egypt, including all fields, presenting a highly complete three-dimensional picture.

Here, the lives of ancient Egyptians with all kinds of identities and professions were revealed in front of the players.

In the beginning, many players felt that these side quests were similar to MMORPGs, which were nothing more than running around, looking for people, killing people, and collecting items. They were just to give the players something to do and forcibly extend the game time. However, as the plot progressed, the players soon realized that this view was completely wrong.

In Assassin's Creed: Origins, the side quests were distributed in the various towns that Bayek went to. Each town had different customs, and the quests were also different. The repeated quests of looking for people in A City and continuing to look for people in B City had never appeared in Assassin's Creed: Origins.

Moreover, these side quests would also serve as supplementary explanations for the main quest. If the players completed the side quests before the main quests that were full of conspiracies, they would obtain some clues or hidden clues about the main quests. Although it wasn't enough to change the main plot, it would make the players feel that the plot of the entire area was more reasonable and complete.

Many players felt an inexplicable sense of realism after completing Assassin's Creed: Origins.

Theoretically, there were two factors in the game's plot design that deviated from realism. On the one hand, there were many historical figures in the plot, such as Caesar, Cleopatra, and Brutus. These were all famous figures in history, and there was a natural barrier between them and the players. On the other hand, there were many original plots in Assassin's Creed: Origins, such as the Pieces of Eden, the ruins of temples, and assassin organizations that weren't clearly recorded in history.

But why did it give people a high sense of realism?

Many players understood after playing in depth that this sense of realism mainly came from the perfect reproduction of ancient Egyptian society.

Assassin's Creed's origin was based strictly on historical materials, from the pictures, settings, buildings, costumes, to the characters' clothes, habits, and expressions. That was why Egypt in Assassin's Creed: Origins didn't feel like it was in a drama. Countless details were integrated, and it was easy for the audience to immerse themselves in the story.

All kinds of colorful side missions allowed Bayek to go deep into that historical era and experience the lives of countless insignificant people.

For example, the husband who was "scammed", the peddler who sold fake goods, the blacksmith who built a chariot but was killed, the slum dweller who broke out with a strange disease …

Every small figure suffered in this chaotic world. Some were saved by Bayek, while others died like weeds. It was just like real life. In that chaotic world, ordinary people couldn't control their own fate, and they could only hope that an organization in the dark could uphold justice for them.

Therefore, the numerous side missions allowed the players to experience the daily life of the Egyptian people more deeply, which made the plot of the game more "down to earth" and diluted the "unrealistic feeling" mentioned earlier.

Not only that, but the threads of daily life and history were intertwined with each other, giving the players the feeling that they were experiencing history themselves. There was a close relationship between historical events and daily life. Every historical event would change the social environment of a certain area, making the players feel that they were experiencing it more personally.

Moreover, the high sense of immersion in the game came from the ingenious restrictions of various rules.

For example, in other games, players often did things that were completely opposite of what their characters were doing out of bad taste. For example, even though he was a hero filled with a sense of justice, he chose to willfully slaughter the innocent; even though he was a benevolent lord, he chose to torture his own people, and so on.

Many players had this kind of hobby, which was to find this kind of "absurd feeling" in the virtual world. The most obvious characteristic of this behavior was that no matter what game it was, these people would try to attack the civilians or try to massacre the village. If the game had an invincible mechanism for NPCs, the players would complain that the game was not realistic at all. If the game allowed NPCs to be attacked, many players would kill them …

In contrast, in Assassin's Creed, the players' behaviors were perfectly restricted by the setting of "memory synchronization", and they found the basis for this setting. When the players tried to use Bayek to attack the villagers or the cats on the roadside, Bayek would say, "Guardians don't kill innocent people/Cats are sacred creatures, and guardians should respect them." If the players were stubborn, they would directly "lose synchronization."

This setting was equivalent to a very ingenious rule that restricted the players' behavior, making them act according to Bayek's thinking and character. In the process of "serving justice" as a guardian, the players gradually recognized this identity and felt more and more immersed in it.



The uniqueness of Assassin's Creed: Origins quickly gave rise to many unique "memes" among the players, becoming a part of the culture of Assassin's Creed.

"This time, Chen Mo has created a grand ancient Egypt for the players to play. You can play better through the camera mode, you can use the autopilot to get a better photo experience, and you can even use Senu's Hawkeye drone to take photos … In this game, you can even be an assassin."

"This game should be called Berserker's Creed. Assassination? That's impossible! Even if you pick up an axe, you'll still be able to kill guards! I haven't played Dark Souls before, but after playing Berserker's Creed, I suddenly feel like I can play Dark Souls! Keke! "

"The ancient Egyptians were really cat lovers. I realized that if you squat down in front of a cat, Bayek will stroke the cat. That's awesome!"

"I think calling this game Assassin's Creed is very appropriate. No one will know that I've snuck in if I kill everyone! That's the perfect infiltration! "

"I think horse racing is the same. As long as I knock down everyone who overtakes me, I'll be first. That's the perfect horse racing!"

"Borrowing a boat from a commoner is the same. It doesn't matter if it sinks, as long as there's no one alive for me to return, it's not a loan!"

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