no personality > Becoming the richest man after losing money starts > Chapter 330 Multiplayer horror game "BE QUIET"!

Chapter 330 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 you close the curtains, Everyone is immersed in a terrifying atmosphere, so as long as there is a scream, it is enough to make everyone feel terrified..."

"So, the creation of the atmosphere is the most important, and people's hearts are sometimes more... Ghosts are scarier... This should be a very important point."

"If we can reproduce this feeling in the company, will it achieve the same scary effect?"

" p>

Wang Xiaobin deeply agrees with this: "Yes, yes, I just wanted to say that."

"Then, we will make a scary scene in the game, and then put many Players all throw it in, allowing fear to gradually 'contagious' and 'spread' among the crowd, just like what happened in our company."

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

"Then, after fear spreads, there will inevitably be a relationship between players. Conflict."

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

“We must allow conflicts and confrontations between players, and let players 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 that Mr. Pei emphasized: "The strongest The weapon is just a pistol. This is because there are ordinary people in the game, not monsters, so overly powerful weapons cannot appear, which will make the battle between players unbalanced."

"Others. The weapon can be a dagger or a stone. In short, it can cause harm to ordinary people, but it will not kill with one blow."

The two people discussed and recorded at the same time.

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

p>

“To achieve 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 transform into The identity of the 'perpetrator'"

"How to change it?"

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

Lin Wan nodded: "Yes, mental illness! "

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

"I think we can introduce the concept of 'spiritual value' that exists in many games, that is, san value. Many elements in the scene will continuously increase the player's mental pressure. Once a certain level is reached, value, players will go crazy and become perpetrators, trying to 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 perform a series of shady behaviors, weakening the horror of this game. It is also possible to form a team maliciously after discussing via voice, taking advantage of game loopholes and reducing 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, and it may become only confrontation without cooperation.” "

Ye Zhizhou thought for a while: "This is easy to handle. Since ‘speaking in the game’ is such an important thing, we have to find ways to limit it. ”

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

"For example...become 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 a word, then everyone will scream..."

"After saying this, I suddenly thought of a good game name. "

""BEQUIET", the Chinese name is "Hush!" ""

......

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

The horror game "BEQUIET" The basic idea 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 create a certain confusion for 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.

< p>The game map will use different scenes. The preliminary plan is: mental hospital, lunatic village, suburban hotel, castle, and school.

These scenes will have strong randomness through the algorithm of the program. Let the purpose of each room and the props in it be used in each gameIt will be randomly refreshed before the game starts.

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, they will begin to explore the map.

In the map, players will find some special props, such as daggers, bandages, psychotropic drugs, strange statues, etc. Some of these props can attack other people, some can heal themselves, and some can reduce mental stress. , some can aggravate 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 guys is to escape from here, the goal of the mental patient is to make everyone fall into madness or death, and the goal of the careerist is to survive alone.

If there is a NPPC, it 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 obtain props from the scene or Throw it on the ground and give it to someone else.

Commonly used props are daggers and bright flashlights. Daggers cause high damage to normal people, while bright 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.

A mentally ill person is not the same as a madman.

"Crazy" is a concept relative to normal people.

At the beginning, the police officer, the good guy, the mentally ill 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, the san value (mental stress) of some players will continue to increase. When it reaches a certain critical point and has not taken drugs that reduce the san value, it will Will change from "normal person" to "madman".

The movement speed, health, attack power and other basic attributes of a madman will be higher than that of a normal person. However, once entering the "madman" state, the player will completely lose the ability to communicate and his muscles will swell. , model changes so that other players can see them 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.

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

She doesn’t speak at all and is easily attracted by other people.Players regard them as enemies or AI; talking too much will not only increase the risk of becoming a lunatic, but will also make other players doubt their true intentions.

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

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

For players, especially those who play 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 have to search for mechanisms and exits in the scene, and at the same time be wary of other people. If necessary, they must attack decisively to eliminate hidden dangers;

The sanity of mentally ill patients is lower than that of good guys. There are many. You can use the props in the scene to actively turn into a madman and attack good people, or you can disguise yourself as a good person to induce other good people and lead them into some traps;

Ambitionists can also use the current situation to Disguise yourself as a good person or a madman to achieve your goals.

Each player must constantly guess the identity of the other party 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.

For example, Careerist is a very difficult character to win, so if you lose, you will only lose a small amount of points, but 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 as bonus points, so even if the goal of the careerist is very difficult to achieve, there is still motivation to continue playing.

......

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

Asking questions and solving problems, 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 was playing 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 Mr. Pei pointed out the direction, while Director Lin provided an idea for analyzing Mr. 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, giving people the first impression. It feels very novel.

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 horror game that Mr. Pei has long thought about?The final product? ”

“It’s really wonderful! ”

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