Chapter 1151: Art Style
The relevant design manuscript was completed, and the feasibility of introducing an AI was also determined.
In the conference room of Nebula Games, Yang Chen called everyone over for a meeting.
At the same time, the news content about AI on the Internet has also become a relatively hot news.
For example, AI replaces flight pilots and even outperforms their professional pilots in simulated air battles.
Of course, for this part of the content, as a player, I don't pay much attention.
More players pay attention to the game.
For example, the AI cleared a certain game as quickly as possible, or was beaten by a professional player or a professional player in a certain competitive game.
Another point is whether AI can be introduced into the game to make the ecology of the entire game world more perfect.
Among them, the foreign UEGA side was the first to release a demo DE.
Demonstrate the feasibility of AI in games.
Taking the open world as an example, in open worlds such as GTA, Red Dead Redemption and The Elder Scrolls Online, the ecological environment is quite important.
It's fair to say that it's a match made in heaven for an open-world game.
After all, one of the main ways to play in open-world games is the world.
Let players feel the real world in the game, which can be said to be the most attractive existence of open world games.
And how to make players feel that the world in the game is real enough and perfect enough?
Not only the graphics of the game, but also the AI in the game can be said to be quite important.
It's just that so far, the AI in open-world games is basically mainly displayed on the accumulation of details.
For example, in the game, if you are standing on a large road, the AI will not drive a car and run you over.
Instead, it will stop in front of you, honk the horn, and go around.
If there's no way around it, another mechanic will be triggered, and the player will be presented with the passengers of the car coming down and beating you.
Or just turn around and leave.
And these seemingly intelligent performances are actually a route designed by the program, and they all have relevant trigger points.
It can be said that it is completely formed by the accumulation of details.
As for the real NPCs in the game, they can do a perfect ecology, each with its own thing, rather than piling up the details.
Unless it's a real artificial intelligence, it's still a lot worse.
At least Yang Chen felt that it was still difficult to do with the current technology.
Not to mention the huge database, but just the computing resources, it is still a bit difficult for a game to be commercialized.
For this point, many designers in the Nebula game conference room are also extremely curious.
"Have you seen that DE demo of uega?"
"It's good, but it's just a demonstration, and if you want to do this kind of thing, it's too simple."
"But it seems that we will also be going to develop games based on AI."
"I know that."
In the conference room, Yang Chen hadn't come yet, and everyone was talking quietly.
It wasn't until Yang Chen pushed open the door of the conference room that all the voices disappeared.
I didn't care much in my heart, Yang Chen smiled: "Everyone should have received some news, the next game to be developed is a relatively special game, not only in terms of AI, but also in the plot narrative of the game." ”
"First of all, in terms of gameplay, it is still a traditional shooting gameplay, but it will be combined with some unique elements, such as magic, but the combat itself is still based on shooting." Yang Chen said to everyone.
Hearing Yang Chen's words, everyone was a little confused.
After all, they've just finished developing a masterpiece of FPS games, Halo.
The legend of Master Chief has just come to an end, and now it's time for a game with shooting as the framework of the combat system?
But the crowd didn't say anything.
Because it's mainly related to the subject matter.
Shooting is such a way to play, which can be said to be enduring.
In a series of games such as "GTA", "Red Dead Redemption", "Resident Evil", "Borderlands" and so on, they are not FPS games.
But in the same part of the combat frame, the shooting element still occupies a lot of it.
But to say that these games are FPS games is a bit too far-fetched.
Because in addition to the combat framework of the same shooter, these games have a different focus.
Therefore, when they heard Yang Chen say that the new game would use shooting elements as the combat framework, everyone was just surprised.
However, there is still a bit of confusion, that is, how to show the characteristics of AI in the framework of shooting games?
Could it be a souls-based shooter?
That's a bit too ruthless, isn't it?
The people who didn't understand it at all were thinking about it in their hearts at this time.
Yang Chen looked at the puzzled crowd and continued to introduce: "This is a plot-driven game, just like "The Last of Us", the plot will be the main core point of "BioShock: Infinite". ”
"But the plot will be talked about later, mainly talking about the art style of the game BioShock: Infinite."
"This piece of Chen Shu has listened carefully to your art department, and its cities and buildings can be referred to by Yanan in the Bloodborne Curse, but it is not the style of the obelisk, but it is mainly based on the Art Deco style of Artdeco, and the color of the game itself is biased towards cartoonish, bright as a tone of oil painting."
"In addition, the game also has a steampunk style, but unlike Final Fantasy's Midgar, the art color will be a big part of the game."
"It creates a sense of tension in the drama of the stage, from lively to depressed, from depressed to gloomy, and the atmosphere in the whole game matches the change of light and shadow."
Yang Chen first introduced the art section.
It can be said that this piece is a very important point of "BioShock Infinite".
Especially the kind of shock that Columbia in the sky brings to players when they first see it.
Later, Yang Chen also gave a brief account of other aspects of "BioShock: Infinite".
After Yang Chen finished explaining, everyone almost understood a feature of this game.
Especially for the plot of the game, although they didn't get a detailed script, just listening to Yang Chen's introduction was enough to surprise them.
In the game, this kind of story, at least for now, has never appeared.