Game Entertainment Empire

Chapter 1151 Art Style

The relevant design manuscripts have been completed, and the feasibility of introducing an AI has also been determined.

In the meeting room of Xingyun Games, Yang Chen called everyone over for a meeting.

At the same time, the content of news about AI on the Internet has also become a relatively popular news.

For example, AI replaces the pilot, and even outperforms its professional pilot in simulated air combat.

Of course, as a player, I don't pay much attention to this part of the content.

What more players pay attention to is still related to the game.

For example, ai cleared a certain game at the fastest speed, or was beaten or beaten by a professional player in a certain competitive game.

Another point is about whether AI can be introduced into the game to make the ecology of the entire game world more perfect.

Among them, the foreign UEGA was the first to release a demo.

Show a kind of feasibility of AI in the game.

Taking the open world as an example, in open worlds such as "GTA", "Red Dead Redemption" and "The Elder Scrolls: Skyrim", the ecological environment is very important.

It can be said that if it can be quoted, it is a match made in heaven for open world games.

After all, the main point of the gameplay of open world games is the world.

Let players feel the real enough world in the game, it can be said that this is 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 screen of the game, 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 stand on the main road, the relevant AI will not drive a car directly to run over you.

Instead, it stops in front of you, honks its horn, and goes around.

If there is no way around it, another mechanism will be triggered,

What is presented to the player is that the passengers in the car come down and beat 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 making the npcs in the game a perfect ecology, each has its own thing, instead of being piled up with details.

Unless it is a real artificial intelligence, it will still be a lot worse.

At least Yang Chen felt that it was difficult to do it with the current technology.

Not to mention the huge database, but pure computing resources, it is still somewhat difficult for a game to be commercialized.

Regarding this point, many designers in the meeting room of Nebula Games are also extremely curious in their hearts.

"Have you seen the de demo of UEGA?"

"It's excellent, but it's just a demonstration. If you want to do this kind of thing, it's too simple."

"But in the future, it seems that we will also develop games based on AI."

"I know this."

In the conference room, Yang Chen hadn't come yet, and everyone was discussing in low voices.

It wasn't until Yang Chen pushed open the door of the conference room that all the voices disappeared completely.

Yang Chen didn't care too much about it in his heart, and 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 of the game. The narrative part is also quite unique.”

"First of all, the gameplay is still the traditional shooting gameplay, but it will be combined with some unique elements, such as magic, but the combat itself is still mainly shooting." Yang Chen said to everyone.

Hearing Yang Chen's words, everyone was a little confused.

After all, they have just finished developing "Halo", which can be called a masterpiece of fps games.

The legend of Master Chief has just come to an end, and now there is another game with shooting as the framework of the combat system?

But everyone didn't say anything.

Because it is mainly related to the subject matter.

A gameplay like shooting can be said to be enduring.

In a series of games such as "GTA", "Red Dead Redemption: Redemption", "Resident Evil", "Borderland" and so on, they are not actually FPS games.

But in the same battle frame, shooting elements still occupy a lot.

But to say that these games are fps games, some are too far-fetched.

Because in addition to the combat framework of the same shooting game, these games have different focuses.

So when Yang Chen said that the new game will use shooting elements as the combat framework, everyone was just surprised.

However, there is still some doubts that follow, that is, how to show the characteristics of AI under the framework of shooting games?

Could it be a soul-like shooting game?

That's a bit too harsh, right?

The people who couldn't figure it out at all were thinking about it in their minds.

Yang Chen looked at the puzzled crowd, and continued to introduce: "This is a game based on plot promotion. Just like "The Last of Us", the plot will be the main core point of "BioShock: Infinite."

"However, let's talk about the plot later, and mainly talk about the art style of the game "BioShock: Infinite."

"Chen Shu, your art department listened carefully to this part. The city and architecture can be used as a reference for Yanan in Bloodborne Curse, but it is not in the style of the obelisk, but mainly in the decorative art style. At the same time, the game The tone itself should be more cartoonish, as bright as a tone of an oil painting."

"In addition, the game also incorporates the style of steampunk, but it is different from Midgar in "Final Fantasy". The color tone of the art will be a more important point of this game."

"Create a sense of tension in stage drama, from lively to depression, from depression to gloomy, the atmosphere in the whole game matches the changes of light and shadow."

Yang Chen first introduced it from the perspective of art.

It can be said that this is a very important point of "BioShock: Infinite".

Especially the sense of shock that the city of the sky Columbia brought to the players when they first saw it.

Afterwards, Yang Chen also gave a brief description 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 make them a little surprised.

In the game, this kind of plot has never appeared, at least for now.

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