Chapter 484: Branch task settings

Nebula Game Office, watching the online players' discussions in the community and the forum, Yang Chen and Wang Yaliang were not happy.

"You're so bad! I didn't put any pictures about the cowboys in the west, just put the pictures of the farm manor." Wang Yaliang glanced at Yang Chen and smiled.

With a helpless expression, Yang Chen waved his hand: "These are all guessed by the players themselves, I haven't sent any specific messages, and this can't blame me, the players themselves want to be crooked."

To be reasonable, Yang Chen didn't really think so much, but simply didn't think too fast to reveal to the players what kind of game the new game is.

Although he often painted pancakes for the players, often the game only created a folder, and then released the message.

But this time I was really not prepared to release the specific news so quickly. At most, I told the players that they were not touching the fish.

They really already have projects and are developing them.

As for the players who want to be crooked, Yang Chen can only express helplessness.

The news about the new game of Nebula Games has actually attracted less attention than expected.

More is still a lot of interest in the fan community of Nebulas games, and the rest are still discussing the latest masterpieces brought by game manufacturers such as NetDragon and Tenghua.

After all, this new game of Yang Chen just announced the news that it is being produced, and then there is no new content.

In the project team of Nebula Games, the entire team did not pay much attention to related matters in this regard, they are in the early development of the game.

"The task needs to be noted that a large number of random tasks and side tasks are to make players feel interesting or gain something, not just used to "enrich" and "extend" game time."

In the team project team, Yang Chen talked about this aspect with task planning.

No game in an open world can escape the situation of side missions.

But side missions also have a large impact on player experience.

Most players, whether they are mobile games, stand-alone players, or online game players, in fact, they all have a common feature, that is, meaning.

For example, mobile game players, put aside those external factors that are attracted by IP feelings and the establishment of voice actors.

In fact, a large part of it is to deal with its own fragmented time, such as the dozen or twenty minutes of taking the bus, or the dozen or twenty minutes of stealing chicken and fish at work.

But even though they were dealing with fragmented time, they still accounted for what they gained and the time they spent after playing in the game.

happy? Helped you to pass the time?

These things are too illusory, so no matter the material, equipment, level, experience, or even a simple KDA increase in the game, it is an answer given by the game.

Compared with these people, online game players have more elements in this area, and the number of players in stand-alone games may be less, but it does not mean that they do not value it.

For a stand-alone game, side missions are used to enrich the main storyline of the game.

These sideline plots may not have rich rewards, but they have to be able to allow players to experience the wonderful plot stories.

A game called "The Witcher 3" in the dream memory and an online game of MMORPG "World of Warcraft" can be said to be quite excellent in these aspects.

In some games, the sideline plot is simply used as a means to excessively and rudely enrich the open world.

For example, help the village chief kill 10 wolves and take their skins back; for example, the porter Uncle Qin likes the white sister in the village next door, please ask you to help him send a letter to express his affection.

Finally, I worry that the rewards of these branches are too high, which makes the players become the existence of Shilipo Sword God, and they have not advanced to the back content. Even if they do the front branch tasks, they are already invincible, so the rewards are severely deducted. .

It has nothing to do with the main story, and the story itself is not good enough. The most important thing is that the rewards are still low. This kind of branch task interaction can be said to be a kind of tumor for players.

"Like "The Elder Scrolls: Skyrim", apart from simple NPC interactive tasks, most of the branch plots will involve the main line, just like the Baichuan Confluence, the main line is a river and these branches are diverted from the river The creek going out."

Yang Chen replaced the manuscript paper with lines, and briefly talked about the mission design plan in The Wilderness: Redemption towards the mission design plan.

In addition to this, there will be a variety of subtle details in the game, all of which are to enable players to better feel the realism of the game.

For example, if you drop a cigarette in a house, if there are enough flammable materials around, it is likely to form a fire to burn the whole house; walking on snow or muddy roads will become someone to track you The best clue.

Some can be achieved by relying on the physical effects of the game engine, while others require a special production by the development team to complete these details.

Listening to Yang Chen's brief description, everyone nodded and felt surprised in their hearts.

Although no details are given to a specific task, the design of the entire task architecture makes them feel as if Yang Chen has understood exactly what is best.

To know that the general game can be said from the beginning of the project to the final launch, it has been modified and changed countless times, and even the main frame and gameplay may have changed blood.

Especially the task mode that is closely integrated with the gameplay is more fuzzy. After the general framework of the game is completed, slowly add it.

But like Yang Chen, he gave a concept plan directly, as if he had already seen the actual effect of this game.

This is something the company has never seen before.

However, after the surprise, it was no surprise to think about a few people. After all, Nebula game was built by Yang Chen, and more importantly, Yang Chen was the main planner of the game.

From funding to game development, everything is based on Yang Chen's intentions. Compared with some other game companies, due to various reasons, the project has been continuously compromised and changed. It can be said that the products of Nebula games are not big. Under the premise of the problem, it is all the way to the end.

This is probably one of the reasons why the Nebula game can continue to be successful. The few people present did not say it, but they all expressed such a feeling in their hearts.