Game Entertainment Empire

Chapter 411 PY1 Wave

The itinerary of the art team and Yang Chen is not the same. After all, Yang Chen himself is not all for scouting, he still has more important things besides scouting.

With Wang Yaliang, the first stop was Power Storm.

Having made an appointment with Steven in advance, Yang Chen and the others arrived at Power Storm's headquarters that day.

"Yang, it's been a long time. I have to say that "Minecraft" is really amazing. It's a great game." Steven praised directly when he met.

Words are full of incredible.

When he paid attention to this game at first, he didn't pay attention to it. After knowing that this game was developed by Yang Chen, and looking at the mosaic pixel art style, he even wondered if the other party would open another April Fool's Day. Just kidding, could such a game be developed by Yang Chen, who developed games such as "The Elder Scrolls: Skyrim"?

It wasn't until he started playing the game himself that he issued the really fragrant slogan.

"Actually, I have been looking forward to the release of "Epic Continent 2"." Yang Chen also smiled and nodded towards Steven.

Isn't it just business blowing each other?

Who wouldn't.

"Then you probably have to wait for some time." Steven had a confident smile on his face.

In the next period of time, Yang Chen and Wang Yaliang followed Steven to visit various departments in Power Storm, and took some photos with their employees.

In the meeting room after lunch, Yang Chen had a serious talk with Steven.

Of course, going abroad this time is not purely for tourism, and of course the power storm is not just for a pure business exchange with Steven.

"Handheld? Third-party porting?"

Listening to Yang Chen's words, Steven was a little surprised.

"That's right." Yang Chen nodded and said.

This is also the main reason for his going out this time. In addition to Steven's Power Storm, he also made advance appointments for several other game manufacturers.

Of course not just to visit their headquarters,

It's for the porting of PY's games on third-party platforms.

At present, although their Nebula games are also transplanted, such as "The Elder Scrolls: Skyrim" and "Metal Gear: The Phantom Pain" and other types of games.

And there is also a plan to specifically develop games on the Switch, but third-party games are also indispensable. Some ordinary game manufacturers have relatively old games, and it will not be a big problem to develop the Switch version when the time comes. Look at Nebula Games. They'll give it a try too.

But some well-known games are impossible, that's why Yang Chen personally came to Powerstorm, trying to py with Steven.

"I can't guarantee this. I can't guarantee it until I see the effect of the machine." Steven hesitated. Although he said he was right in the power storm, he was not really stupid.

Although Yang Chen described the switch very well, he has never seen the actual game machine. Of course, he will not directly promise anything, even if it is only a third-party platform transplant, the cost is actually not small. The function of the machine is not enough, the transplanting effect is not good, and it may even affect the IP.

Yang Chen had already expected this. After all, if it was so easy to get to PY, then he would have to wonder if other people had some special intentions. If someone came to him like this to go to a new platform, and He wouldn't agree so easily to a platform that didn't perform very well before.

However, although Steven did not agree, the other party also expressed his subconscious words. As long as the Switch platform is good enough, transplantation is not a big problem.

That's enough.

I didn't stay here for too long in Powerstorm, after all, there are still some other game manufacturers who need to go to PY.

It took about 20 days before Yang Chen and Wang Yaliang returned to the country. As for the art project team, due to the work of scouting, the public-funded business trip will not end for a while.

The development of "Call of Duty: Modern Warfare" can be said to be very smooth. This is not the first time that Nebula Games has developed a 3A masterpiece, and there is one key point, that is, "Call of Duty: Modern Warfare" is a movie. The way of plot experience.

Compared with open world games, the work to be done in "Call of Duty: Modern Warfare" is not so difficult.

"Mr. Yang, about the AI ​​aspects of the game? Do we need to weaken them?" Back in the project team, some issues that had settled down and needed to be checked by Yang Chen were brought up.

"No, just follow the normal AI. In normal levels, players can even paddle next to them to pass the level." Yang Chen walked to the computer, looked at the data and demonstration, and shook his head.

The FPS of other games currently on the market are basically a set of invincible protagonists. In fact, the plot of "Resident Evil" before Nebula Games is also like this.

Relying on Leon to turn the tide and shatter the biochemical terrorist incident, most of the biochemical incidents encountered the loving help of Sister Wang.

It is a concept and core of many FPS games to let players have a sense of immersion as a hero. Strengthening the player's ability to control the character and weakening the presence of his teammates are all for this effect.

But this is different in "Call of Duty: Modern Warfare". What Yang Chen hopes is that players can feel that the teammates around him are truly flesh and blood.

Characters such as Xiaoqiang, Ghost, Price, and Soap are not burdensome, but truly reliable teammates.

Only by making players feel that NPCs like Soap, Ghost and Price are their real teammates, combined with the plot will allow players to put their emotions into the game and bring a greater sense of immersion.

And taking a step back, the follow-up sales of figurines and toys can also sell better.

After briefly dealing with some questions about "Call of Duty: Modern Warfare", Yang Chen nodded lightly.

Compared with the original version of "Call of Duty: Modern Warfare", Yang Chen actually made a lot of improvements in details.

In the original "Call of Duty: Modern Warfare", because the development time was earlier, the AI ​​of the enemy in the game did not look so outstanding. In most levels, the enemy basically stood still, Or have an extremely small range.

For players, more just need to hit the target.

In the one developed by Yang Chen and the others, the intelligence of the AI ​​will give the player some more realistic feelings. For example, when the player does not use a silencer weapon, the gunshots will wake up the enemy.

In addition to these, there are many details, such as the members of the team in the game, the interaction of lines will be more, and their behavior will be more intelligent.

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