Almighty Game Designer Chapter 831: Some optimizations and modifications
The development of "Assassin's Creed: Origins" is progressing smoothly, and some changes to the VR version are basically no problem.
As for the loading problem that many people worry about, Chen Mo adopted a relatively compromised design in Assassin's Creed: Origins.
"Assassin's Creed: Origins" will be an open world, and it can only be an open world. Because it is impossible for linearity to show the entire vast ancient Egypt, those wonderful side missions are impossible to talk about.
However, the open world will inevitably encounter a problem, that is, how to deal with the problem of loading resources.
The "Uncharted Waters" level screen has basically tapped the performance of the VR game cabin to the extreme, and this is still under the premise that the performance of the VR game cabin only handles a small part of the scene. If you want to make an open world, you must allow the player to choose any route for exploration. It is impossible to plan the player's route in advance.
So, the VR version of "Assassin’s Creed: Origins" uses a seamless map approach, that is, the big map is divided into many small pieces, and when the player reaches a small piece, the surrounding small pieces are preloaded .
However, only this level of "seamless map", and some other games have done it, still cannot guarantee 100% elimination of the loading bar. So, "Assassin's Creed: Origins" has some other ways.
For example, in some specific area nodes, like "Uncharted Seas", the loading bar is covered by cutscenes or specific actions, and the area resources around the protagonist are quickly read while loading.
The other is to plan the player’s main process more rigorously. At the same time, through artificial intelligence system and big data analysis, according to the player’s behavior habits, he infers his next path of travel, and preloads the player’s next behavior based on tasks or activities. Target's resources.
In other words, the system judges that there is a high probability that the player will complete task A next, and then it will preload the resources related to task A in advance, so that the player can play more smoothly.
This situation is mainly used in the following scenarios: For example, the player receives a task several hundred meters away, and he happens to have a teleportation point at that location. At this time, most players will choose to teleport. If according to the conventional setting, such a long-distance transmission will inevitably cause loading, but if the system can predict that he will transmit in advance, then the resources near the transmission point can be loaded in advance, thereby eliminating or greatly shortening the loading time. It may only be an eagle. A shot flying through the sky, the loading is completed.
Alternatively, the player died when completing the task, and the resurrection point was several hundred meters away. At this time, it will also be loading. And if the resources of the resurrection point are still saved in the system, the loading time can also be saved.
Through these methods, "Assassin's Creed: Origins" can eliminate most of the loading and give players a very consistent game experience. At least during the first time, most players were unaware that the game still had loading.
Of course, the player may have a whim, wanting to teleport to another place across thousands of meters, then loading is inevitable at this time. Chen Mo is not a god, this kind of problem cannot be solved technically. He is also powerless.
However, like the original work of Assassin’s Creed: Origins, Chen Mo arranged a cool loading space for the player. When the player is loading, he is not looking at the progress bar and can’t do anything, but You can run around in the virtual space of animus, try your own various attacks, and there will be some virtual dummies for players to practice their hands, so that they will not feel too boring during the longer loading process.
In addition, Chen Mo also made some optimizations for the level and main mission of "Assassin's Creed: Origins".
In the original game, the difficulty setting and the arrangement of the mission line are not particularly reasonable. One of the most obvious problems is that many people can feel that the main mission is too loose, and they are a little confused when playing. What to do.
Because in the original game, level suppression is very serious even in simple difficulty. If the player leapfrogs the monster to challenge the monster, even if the technology is good, it will be very difficult to fight because of the numerical design.
So the player has a dilemma: If you only do the main task, because of insufficient experience and insufficient level promotion, the demand level of the main task will soon be much higher than the player's current level, and the task will be very difficult to do. , Even completely stuck.
If the player goes to clear the side quests after completing the main quests every time they go to a place, the difficulty will be very low and the experience will be enough, but this will dilute the main story.
Obviously, the previous mission had just assassinated a member of the Order of the Ancients. As a result, the next mission was to find a drunk husband or a missing baby, and even retrieve the horse stolen by the merchant...
When the side quests are finished, the players think about it~IndoMTL.com~What should we do for the next main quest? I have forgotten all about it.
This kind of game history in which the main and side missions are mixed will seriously dilute the main course and make many players feel at a loss when playing: What should I do now? The main task level is not enough, and I don't want to do the side task.
In fact, this kind of level suppression is completely unnecessary. Many players choose simple difficulty, just to quickly go through the plot. As a result, this task flow is equivalent to artificial difficulty.
Moreover, it is very unreasonable from the background setting. Bayek is clearly a well-trained fighter, and he should be right for everyone, but why does he keep upgrading? It is unreasonable to completely defeat some powerful enemies without upgrading.
You know, Bayek is not a fledgling prince. Is it reasonable to rely on upgrading to advance the plot...
So, Chen Mo chose to use dynamic levels, and the enemies refreshed in the whole map will be dynamically adjusted according to the player's current level. In this way, players can choose to push only the main line mission all the way to the clearance, and then go back and slowly clear the side missions; they can also do it together.
In this way, different players can choose different ways to experience the plot, and will no longer be restricted by levels, and can better experience the fun of "Egypt Travel Simulator".
Moreover, it’s more scientific in terms of human settings. Bayek is like this. Why should I be slammed by you NPCs when I am low?
Of course, the original upgrade and skill system should be retained. Players will continue to encounter stronger challenges during the game to ensure the strength of the later game. But this challenge is more technical than numerical.
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