Chapter 1150: Elizabeth
In fact, when he saw the topic of AI, the first thing that came to Yang Chen's mind was the game called "BioShock: Infinite" in his dream memory.
Putting aside its art, gameplay and plot for the time being, from the perspective of AI alone, Elizabeth, who is the player's little helper in the game, can be said to be the benchmark for AI teammates in the game.
Unlike other games, BioShock Infinite is a story game that doesn't compromise.
The gameplay of the game, such as the combination of guns and magic, is not an experience, although it is considered a novelty.
But the rest of the content in this game can be said to be the benchmark.
The beautiful floating city of Colombia in the air, and Elizabeth that makes players dream of it.
There is also a rather deep plot, a kind of irony of reality, the more flashy and gorgeous the surface, the more unsightly reality lurks.
With the jaw-dropping plot, as well as a little bloody violence in the beautiful background, it is presented in a cartoonish graphic style, and with the exaggerated performance, the whole game is like a drama, bringing a great tension.
Of course, the game itself isn't all that flawless.
The first point is that the combat in the game is very repetitive, and the types of enemies and the variety of scenes are not rich enough.
In addition, it is the content of the plot of the game itself, there is no doubt that the plot of "BioShock: Infinite" can be said to be very brilliant, extremely complex and magnificent, full of metaphors and reflections, especially the final reversal makes countless players confused after knowing the truth.
But it also has its own shortcomings.
Compared to story-driven games like Red Dead Redemption, The Last of Us, and The Witcher: Wild Hunt.
BioShock Infinite, despite its excellent story, is obviously a little immature in terms of how to present the story in the game.
The vast majority of players have a feeling that they are ignorant of the story of the whole game and don't understand what the story is talking about.
For Yang Chen, these problems are actually a big challenge for the current Nebula game team in terms of capital and technology.
In addition, the most important place is how to present a better Elizabeth, which is also a point that Yang Chen pays more attention to.
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After determining the idea in this regard, Yang Chen also quickly contacted the domestic AI research institute.
The excellent AI in Nebula games has always been a major feature of its games.
The large amount of money sponsored every year is not spent in vain, and the corresponding technical Nebula games are all entitled to use them.
Soon, on the internal team's side, Yang Chen asked him to build a small scene using the existing materials in the art library.
"It's able to react to the player's actions, but it's also a lot of resources."
"The resources occupied are indeed a little scary, but they are not really used that much."
In the team, looking at the relevant data, Yang Chen also had a rough number in his heart.
It is not the so-called artificial intelligence, but it is actually based on big data and a logical algorithm itself.
And judging from the scene environment that has been built so far, there are actually some abruptness.
However, this is not very important, as these things can be overcome in the course of subsequent game development.
For example, the action design of the characters in the game, the reaction of each different action, can be captured through motion capture, including the facial expressions of the characters in the game, and even the detailed performance brought by the various tones of speech.
After determining the direction of the whole, Yang Chen and Lin Jiayi discussed some content about AI.
At the same time, I was also working on the design concept draft of BioShock Infinite.
"BioShock: Infinite" is actually a new challenge for Yang Chen and the team of Nebula Games to a certain extent.
In terms of story background, combat system, and level design, it is actually not much different from other games.
Including how to tell a good story in VR mode.
There is "The Last of Us" and "Halo", which has just been developed before, so it can be said that this piece is not too much of a problem.
As for the combat system and level design, it is not too much of a problem.
Two important points are its art style.
Using simple steampunk is also inaccurate.
Because the art style of BioShock Infinite can be said to be diverse, and the reason why it is called a work of art is precisely from this.
Even though this is a game in the dream memory, judging from Yang Chen's current eyes, in addition to the modeling materials in the game, this unique art style can be said to be unique, and it is perfectly blended.
The game itself combines the art deco style of the aristocratic Art Deco, in addition, on the characters and scenes, accompanied by retro mechanical punk, and the whole picture is biased towards cartoon rendering, and it is given bright colors like oil paintings.
Among them, steampunk, coupled with Victoria's unique style, combined with the futuristic style with its own dystopian plot, can be said to make the recognition feel extremely amazing.
The second point is the design of Elizabeth as the player's teammate in the game.
How to make players have a deeper impression of this character is also the core point that the team needs to pay attention to.
Because in the game "BioShock: Infinite", if you want to give it a score of 100.
There are 50 points from its art and story, and another 50 points from Elizabeth.
It's not just a matter of piling up details, but more importantly, it's a kind of interaction between the player and Elizabeth.
In addition, there is the plot of the game, like a game like "The Last of Us", which tells a story directly and linearly.
That's a bit of a no-brainer for BioShock Infinite.
Because of its own story, it pays more attention to the shock and reversal after the truth is learned.
But it is also very important to keep this reversal so that players have enough surprises but do not feel confused.
Under the new VR mode platform, how to make this art-level game retain and bloom its greatest charm.
Looking at a brief design concept draft in front of him, Yang Chen also had some expectations in his heart at this time.
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