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 movie composed entirely of ordinary people, and the horror effect is also very outstanding."
"To put it bluntly, horror is just a feeling, and there is no need to be overly obsessed with the visual impact of ghosts and mutated monsters."
"Take the example of our company, as long as the curtains are closed and everyone is immersed in a terrifying atmosphere, then just one scream is enough to make everyone feel terrifying......"
"So, the creation of the atmosphere is the most important thing, and the human heart is sometimes more intimidating than the ghosts...... This should be a very important point. ”
"If we could replicate that feeling in the company in the game, wouldn't it be just as terrifying?"
Wang Xiaobin deeply agrees with this: "Yes, yes, yes, I just wanted to say it. ”
"So, let's make a horror scene in the game, and then throw a lot of players into it, and let the horror gradually 'contagious' and 'spread' among the crowd, just like what happened in our company."
Ye Zhizhou continued: "In other words, in this game, the sense of fear does not come from the texture of the ghosts, but from the malice of other players, from the spreading atmosphere of fear, and from the environment. ”
"Then, when the fear spreads, there will inevitably be conflict between the player and the player."
"The players must not be in full partnership with each other, otherwise it will become 'sing the Internationale and join hands in a haunted house', which will lose the challenge and run counter to our goal."
"Isn't the completely unpredictable danger that we have to have conflicts and confrontations between players, and that completely unpredictable danger is the source of fear?"
"And the way players fight against each other...... Mr. Pei has also revealed to us that it is the weapon system! ”
Ye Zhizhou looked at the third point that Mr. Pei emphasized: "The strongest weapon is only a pistol, this is because the game is full of ordinary people, not ghosts and demons, so there can be no overly powerful weapons, which will make the battle between players unbalanced." ”
"Other weapons, they can be daggers, they can be stones, in short, they can cause damage to ordinary people, but they can't kill with one hit."
The two of them discussed and took notes at the same time.
Lin Wan interjected at the right time: "There is still a hidden setting here, although Mr. Pei did not clearly explain it, but in our reasoning process, this setting is about to come out." ”
"To achieve the spread of fear among the player community, this means that in the beginning, most of the players should be 'innocents', and then they will enter the confrontation, which means that some players will become 'perpetrators'."
"How do you change?"
Ye Zhizhou frowned and thought for a while: "I remember that Mr. Pei said that there are most ...... in this game Mentally ill? ”
Lin Wan nodded: "That's right, psychotic!" ”
"These active perpetrators should belong to the dangerous people who are mentally abnormal, or in other words, crazy people."
"I think we can introduce the concept of 'spirit value' that exists in many games, that is, SAN value, and many elements in the scene will make the player's mental pressure continue to increase, and once it reaches a certain value, the player will go crazy and will become the perpetrator, and he will kill those players who are still normal."
Wang Xiaobin nodded while recording: "Sure enough, after this smoothing out, everything is clear." ”
"It's just that some of the 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 talk to each other, they'll perform a series of sand sculptures that will diminish the horror of the game. It is also possible to maliciously form a team after voice negotiation to exploit the loopholes in the game and make the game less fun. ”
"If you can't talk to each other...... I feel that a lot of fun has been lost, and there is not much communication left between players, and it may become only confrontation and no cooperation. ”
Ye Zhizhou thought for a while: "This is easy to do. Since 'talking in the game' is such an important thing, we have to find a way to limit it. ”
"Players can talk, but they can't just talk. Every sentence is very precious, and there may be a punishment for saying too much. ”
"For example...... Become a madman. ”
"A proper horror game should be like the vibe of our company."
"Everybody was moving forward in the dark."
"If someone suddenly says a word, then everyone will scream......"
"With that in mind, I suddenly thought of a good game name."
"BE QUIET", the Chinese name is "Shhhhhh 》”
……
Under the brainstorming of three people, the idea for this horror game was born quickly.
The basic idea of the horror game "BE QUIET" is a multiplayer horror game, each game is composed of 8 players + a random number of NPCs.
The number of NPCs varies from 4~8, and NPCs are played by AI in order to have a certain confusing effect on players.
All players and NPCs will enter a randomly generated game map to search for items, find a way out, and interact with other players and NPCs.
The game map will adopt different scenes, and the initial planning is: mental hospital, madman village, country hotel, ancient castle, school.
These scenes are extremely random, and the purpose of each room and the items in it are randomly refreshed before the start of each game.
Each room has pick-up items and scene props. Scene props cannot be carried on the body, but they can be used to produce some special effects, such as the radio can play a specific recording, which can increase mental stress.
Players and NPCs will randomly and scatter at some spawn points on the map, and once the game starts, the exploration of the map begins.
In the map, players will find some special items, such as daggers, bandages, psychotropic drugs, strange idols, etc., some of these items can attack others, 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, 8 players will have different identities at the beginning, with different identities and different victory conditions.
Among the 8 people are 1 police officer, 3 good people, 3 mentally ill, 1 careerist.
The goal of the police officers and the good guys is to escape from here, the goal of the mentally ill is to drive everyone into madness or death, and the goal of the careerists is to survive on their own.
If an NPC appears, the NPC will be distributed in the ratio of half good and half mentally ill.
When the player dies, his identity is finally revealed.
There are weapons and power-ups in the setting, the police officer is born with a pistol, which can deal a lot of damage to both normal people and crazy people, while other players can get items from the scene or throw them on the ground and give them to others.
Commonly used props are daggers and flashlights, daggers have high damage to normal people, while flashlights have high damage to madmen.
In addition to this, there are also relatively difficult but more powerful weapons such as axes and flashbangs.
A mentally ill person is not the same as a madman.
"Maniac" is a concept relative to normal people.
In the beginning, police officers, good guys, mentally ill people, and careerists were all normal people, and their initial attributes were exactly the same.
With the passage of time and the influence of some props in the scene, some players' SAN value (mental stress) will continue to increase, and when they reach a certain critical point and have not taken drugs to reduce SAN value, they will turn from "normal people" to "crazy people".
The movement speed, health, attack power and other basic attributes of the madman will be higher than that of normal people, but once they enter the state of "madman", the player will completely lose the ability to communicate, and the muscles will expand and the model will change, so that other players can see it intuitively.
Voice communication is allowed in the game, but is severely restricted.
Players can only speak one sentence at a time in the game, for less than 10 seconds. After speaking, this sentence will be processed by the system's sound software and played.
With each word, the player's SAN value increases.
Doesn't speak at all, and is easily seen as an enemy or AI by other players; Talking too much, on the one hand, increases the risk of turning yourself into a madman, and on the other hand, it can also make other players doubt your true intentions.
In addition, in order to avoid sand sculpture players can create program effects, most of the meaningless actions in the game have been deleted.
For example, you can only jump when you pass through certain terrain, otherwise you can't jump on the spot.
For players, especially those who play the mentally ill and careerists, there are different strategies and ways to play in the game, similar to many board games.
Police officers and good guys have to search for institutions and exits in the scene, and at the same time be wary of others, and if necessary, they must strike decisively to eliminate hidden dangers;
The SAN value of the mentally ill is much lower than that of the good guys, and they can actively turn into crazy people to attack the good guys through the props in the scene, or they can disguise themselves as good guys to induce other good guys and lead them into some traps;
Careerists can also disguise themselves as good guys or crazy people to achieve their goals, depending on the current situation.
Each player has to constantly guess the identity of the other in the game while adjusting their game strategy.
At the end of the game, a comprehensive score will be given based on each person's data, game time, and role.
For example, the Careerist is a very difficult character to win, so if you lose, you will only lose a small amount of points, and if you win, you will add a lot of points. At the same time, considering that kills, puzzle solving, collecting items, etc. in the game will all count as bonus points, so even if the careerist's goal is very difficult to achieve, there is still motivation to play.
……
In just one afternoon, the big frame of the game was already in place.
Asking questions, solving problems, and in this infinite loop, some of the game's settings are quickly finalized.
Looking at the first draft of the densely written design, Ye Zhizhou and Wang Xiaobin couldn't help but sigh.
Much smoother than originally expected!
I used to play horror games while contemplating the game setting, and I didn't get much success for two weeks.
But now, in an afternoon's time, the prototypes of the game are out!
What is the difference between the two times?
The difference is that Mr. Pei pointed out the direction, while Director Lin provided an idea to analyze Mr. Pei's intentions.
According to this line of thinking, all problems are solved!
So far, although everyone is not sure whether the game will be successful or not, at least, the gameplay of this game is complete, and there are no similar competing games on the market, which gives people the first impression that it is very novel.
And Mr. Pei pointed out a clear way for this game, which is equivalent to giving everyone a reassurance.
Looking at the design draft, Ye Zhizhou couldn't help but sigh.
"Could it be that this is the final product of this horror game that Mr. Pei has thought about a long time ago?"
"It's wonderful!"