typeface
large
in
Small
Turn off the lights
Previous bookshelf directory Bookmark Next

Chapter 330 The multiplayer horror game 'BE QUIET'!

"In horror movies, there are many ghosts and mutant themes, and the visual impact is stronger, but there is also a type of horror movies made entirely of ordinary people, and the horror effects are also very outstanding."

"To put it bluntly, horror is just a feeling. There is no need to be overly obsessed with the visual impact of ghosts and mutant monsters."

"Take our company as an example. As long as the curtains are closed and everyone is immersed in an atmosphere of terror, then as long as there is a scream, it is enough to make everyone feel terrified..."

"So, creating an atmosphere is the most important thing. People's hearts are sometimes scarier than ghosts... This should be a very important point."

"If we could reproduce this feeling in the company in the game, would we achieve the same terrifying effect?"

Wang Xiaobin felt the same way: "Yes, yes, that's what I wanted to say just now."

"Then, we will create a scary scene in the game, and then throw many players into it, so that the terror will gradually 'infect' and 'spread' among the crowd, just like what happened in our company."

Ye Zhizhou continued: "In other words, in this game, the fear does not come from the ghost maps, but from the malice of other players, from the spreading atmosphere of fear, and from the environment."

"Then, after fear spreads, conflicts will inevitably arise between players."

"The relationship between players must not be a complete cooperative relationship, otherwise it will become like 'singing the Internationale and entering the haunted house together', which will lose the challenge and run counter to our goal."

"We must allow conflict and confrontation between players, and allow players to scare each other. Isn't this completely unpredictable danger the source of fear?"

"And the way players fight against each other... Mr. Pei has also revealed it to us, which is the weapon system!"

Ye Zhizhou looked at the third point emphasized by Mr. Pei: "The most powerful weapon is just a pistol. This is because the game is full of ordinary people, not ghosts and monsters, so there cannot be overly powerful weapons, which will make players

The battle between them is out of balance.”

"Other weapons can be daggers or stones. In short, they can cause harm to ordinary people, but will not kill them with one blow."

The two discussed and recorded at the same time.

Lin Wan interrupted at the right time and said: "There is a hidden setting here. Although Mr. Pei did not explain it clearly, during our deduction process, this setting has been revealed."

"To realize the diffusion effect of fear among the player group, this means that at the beginning, most players should be 'innocents'; and then entering confrontation means that some players will turn into 'perpetrators'

identity."

"How do we change it?"

Ye Zhizhou frowned and thought for a while: "I remember Mr. Pei said that the most common occurrence in this game is... mental illness?"

Lin Wan nodded: "Yes, mental illness!"

"These active perpetrators should be classified as mentally abnormal and dangerous persons in the plot, or in other words, lunatics."

"I think we can introduce the 'mental value' that exists in many games, that is, the concept of san value. Many elements in the scene will continuously increase the player's mental pressure. Once a certain value is reached, the player will go crazy and will

Become a perpetrator and kill those normal players."

Wang Xiaobin nodded while recording: "Sure enough, after smoothing it out like this, everything is clear."

“It’s just that some details are still lacking.”

"For example...since it is a multiplayer online game, should we add a voice system and allow players in the game to chat with each other."

"If players can chat with each other, they will engage in a series of trolling behaviors, weakening the horror of the game. They may also form malicious teams through voice discussions to take advantage of the game's loopholes, which will reduce the fun of the game."

"If you can't chat with each other...it feels like you've lost a lot of fun, and there won't be much communication left between players. It might just become confrontation without cooperation."

Ye Zhizhou thought for a while: "This is easy to handle. Since 'speaking in the game' is such an important thing, then we have to find a way to restrict it."

"Players can speak, but they cannot speak casually. Every word is very precious, and you may be punished if you speak too much."

"Like...becoming a madman."

"A qualified horror game should be like the atmosphere of our company."

"Everyone is moving forward in total darkness."

"If someone suddenly says something, everyone will scream..."

"Having said that, I suddenly thought of a good game name."

""be quiet", the Chinese name is "Boo!""



Under the brainstorming of three people, the idea of ​​​​this horror game was born very quickly.

The basic idea of ​​the horror game "be quiet" is a multiplayer horror game. Each game consists of 8 players + a random number of NPCs.

The number of NPCs ranges from 4 to 8, and the NPCs are played by AI in order to produce a certain confusing effect on the players.

All players and NPCs will enter a randomly generated game map, search for props, find a way out, and interact with other players and NPCs.

The game map will use different scenes, and the initial planning is: mental hospital, lunatic village, suburban hotel, castle, and school.

These scenes will be extremely random. Through the algorithm of the program, the purpose of each room and the props in it will be randomly refreshed before the start of each game.

Each room has pick-up props and scene props. Scene props cannot be taken with you, but they can be used to produce some special effects. For example, the radio can play a specific recording to increase mental pressure.

Players and NPCs will be randomly and scatteredly refreshed at some birth points on the map. After the game starts, the exploration of the map will begin.

Players will find some special props in the map, such as daggers, bandages, psychotropic drugs, strange statues, etc. Some of these props can attack other people, some can heal themselves, some can reduce mental stress, and some can increase mental stress.

How to use it depends on the player's game strategy.

At the same time, the 8 players will have different identities at the beginning, with different identities and different victory conditions.

Among the 8 people, there is 1 police officer, 3 good people, 3 mental patients, and 1 careerist.

The goal of the police officer and the good guy is to escape here, the goal of the psychopath is to drive everyone into madness or death, and the goal of the careerist is to survive alone.

If NPCs appear, they will be distributed according to the ratio of half good people and half mental patients.

When the player dies, his identity is finally revealed.

There are some weapons and props in the scene. The police officer is born with a pistol, which can cause a lot of damage to normal people or madmen. Other players can get props from the scene or throw them on the ground and give them to others.

Commonly used props are daggers and strong-light flashlights. Daggers cause high damage to normal people, while strong-light flashlights cause high damage to madmen.

In addition, there are also weapons such as axes and flash bombs that are relatively difficult to obtain but are more powerful.

Mental illness is not the same as madness.

"Crazy" is a concept relative to normal people.

At the beginning, the police officer, the good guy, the psychopath and the careerist are all normal people, and their initial attributes are exactly the same.

With the passage of time and the influence of some props in the scene, some players' sanity (mental stress) will continue to increase. When they reach a certain critical point and have not taken drugs that reduce their sanity, they will change from "normal people" to "normal people".

Become a "madman".

A madman's movement speed, health, attack power and other basic attributes will be higher than that of a normal person, but once he enters the "madman" state, the player will completely lose the ability to communicate, his muscles will swell, and his model will change, making other players

can be seen intuitively.

Voice communication is allowed in the game, but will be strictly restricted.

Players can only say one sentence at a time in the game, within 10 seconds. After speaking, the sentence will be processed by the system's sound software and then played out.

Every time you say a word, the player's san value will increase.

If you don't speak at all, you will easily be regarded as an enemy or AI by other players; if you speak too much, on the one hand, you will increase the risk of becoming a lunatic, and on the other hand, it will also make other players doubt your true intentions.

In addition, in order to prevent charlatan players from creating program effects, most of the meaningless actions have been deleted from the game.

For example, you can only jump when passing through some specific terrain, otherwise you can't just jump around in place.

For players, especially for psychopaths and careerists, different strategies and gameplay can be adopted in the game, which is similar to many board games.

Police officers and good guys must search for mechanisms and exits in the scene, while also being alert to other people. If necessary, they must attack decisively to eliminate hidden dangers;

Mental patients have much lower sanity than good people. They can use the props in the scene to actively turn into madmen and attack good people. They can also disguise themselves as good people to induce other good people and lead them into some traps;

Careers can also disguise themselves as good people or crazy people according to the current situation to achieve their goals.

Each player must constantly guess the opponent's identity during the game and adjust his or her game strategy at the same time.

After the game is over, a comprehensive score will be given based on each person's data, game time, and role played.

For example, the careerist is a very difficult character to win. Therefore, if you lose, you will only lose a small amount of points, and if you win, you will get a lot of points. At the same time, considering that killing, solving puzzles, collecting props, etc. in the game will all be counted towards the bonus.

points, so even if the careerist's goal is very difficult to achieve, he still has the motivation to continue playing.



In just one afternoon, the big framework of the game has been set up.

Asking questions and solving them, in this endless loop process, some settings in the game were quickly finalized.

Looking at the densely written first draft of the design, Ye Zhizhou and Wang Xiaobin couldn't help but sigh.

It went much smoother than originally imagined!

I used to play a horror game while imagining the game settings, but I didn't achieve much results after two weeks of working on it.

But now, in one afternoon, the prototype of the game has come out!

What is the difference between these two times?

The difference is that President Pei pointed out the direction, while Director Lin provided an idea for analyzing President Pei's intentions.

According to this idea, all problems will be solved!

So far, although everyone is not sure whether this game will be successful, at least the gameplay of this game is complete, and there are no similar competing games on the market. The first impression given is that it is very novel.

And Mr. Pei pointed out a clear path for this game, which is equivalent to giving everyone a reassurance.

Looking at the design draft, Ye Zhizhou couldn't help but sigh.

"Is this the final product of this horror game that Mr. Pei has long thought about?"

“What a wonderful experience!”


This chapter has been completed!
Previous Bookshelf directory Bookmark Next