Chapter 510. Open World ARPG
If you want to talk about the best animation adaptation game sold in recent years, it is probably the game of "Bandits".
That game is a fighting game. Each character in "Bandit King" is designed as a manipulator in the fighting game. The plot is first-class, and you can basically experience most of the classic plots of "Bandit King" by playing the game.
Gao Yingqi also bought this game and he didn't have time to watch "Bandit King" from the beginning, but he learned the general plot when playing the game.
However, the plot of "Sword Ghost Soul" is very short and this should not be required.
Gao Yingqi was a little curious about what Holofei and the others wanted to make the game look like.
Is it an RPG, a fighting game, or a linear action adventure game?
"Sword Ghost Soul" appeared in my mind with a movie-level image quality similar to "The Last Survivor". The protagonist walked among the wooden houses burning with flames, facing the monsters and cleverly dealing with each other. Gao Yingqi thought about it, and suddenly couldn't imagine how those animation characters should be presented.
Yes, the style of "Sword Ghost Soul" is a typical animation style, with exaggerated expressions, weird hairstyles, and more anime-like proportions of facial features. This style is a bit difficult to make a realistic work like "The Last Survivor".
After thinking about it, Gao Yingqi felt that since "Monster Hunter" is so popular, would Hatsune Game be made into such a type of co-fighting game?
Another picture appeared in his mind.
Several people wearing ancient Chinese armor were fighting against huge monsters with all kinds of weapons. Their fighting skills were very gorgeous and could even bring out wave-like ripples.
Those monsters have terrifying and ferocious appearances, and their movements are full of changes. The swordsmen use various methods to deal with monsters, waiting for opportunities to go, and the battle is tense and exciting.
This is quite in line with the story setting and the gameplay is guaranteed.
However, Gao Yingqi thought that Hatsune Games should not choose to make two similar games in succession, not to mention that Iceland is still making, so there shouldn't be so many people to create similar games for the time being.
Fighting game?
Gao Yingqi thought about it. There are indeed colorful characters in "Sword Ghost Soul" and enemy villains. They are made into fighting games like "Bandit King". After walking through the plot, it seems to be quite similar.
But the upper limit of fighting games is actually very low, and it is not very sustainable. The game sales of large IPs of "Bandits" are only 2 million copies. It was popular for a while when it was released, but no one discussed it after a month.
After all, fighting games are still too niche in the game category.
All kinds of thoughts were intertwined in his mind, and Gao Yingqi finally gave up guessing.
A slide appeared on the projection screen. Gao Yingqi was a little surprised to see the text on it.
Because Seo Rui decided to make "Sword Ghost Soul" a semi-open world ARPG game.
"I see."
Gao Yingqi couldn't help but sigh, which also caused the people around him to turn back.
Speaking of Hatsune Games’ best and best, it must be the first 3A masterpiece “Breath of the Wild”.
Hatsune Games can be said to be easy to make "Sword Ghost Soul" into an open world game.
However, this semi-open style is a little confused.
He continued to listen to Holofi's explanation.
Classic open world games, such as "Breath of the Wild", are a whole map that is completely open, and players can explore freely in it without being restricted and influenced by the main plot.
Many players in "Breath of the Wild" are addicted to unlocking temples, looking for various boxes, various settings, making branches, collecting things, and having no intention of the main line, and even played for hundreds of hours but failed the level.
The semi-open world game mentioned by Holofi is a semi-open style based on the main line. On a large map, there are many areas that need to complete the main line before entering. However, unlike the line, the boss's guide order in the area is determined by the players. This semi-linear and semi-open world game is unprecedented.
Then, Holofi showed some basic concept designs.
For example, Taotie in "Sword Ghost Soul", a monster from "Shan Hai Jing", has always been a symbol of greed. In "Sword Ghost Soul", it has become a monster with the body and horns of a goat, a human face, and a huge eye under his armpit, which looks quite terrifying.
Unlike in animation, these concept design drafts are richer in details and more three-dimensional. There are many things that cannot be noticed by only looking at animations, and they are all set one by one.
Obviously, this is a preparation for the game.
In addition to the monsters that have appeared in the animation, Gao Yingqi also saw many new monsters and ghosts that had never been seen before, including generals wearing worn armor and rotten swords, monks who had died and maggots on their faces, and some humans who were plagued by resentful spirits.
Obviously, the animation only depicts a story about an area, but the entire country is so big that there will inevitably be another evil spirit.
Although some subsequent scene designs only have black and white drafts, they can also see the different characteristics of various areas.
Finally, Holofi mentioned that the game's combat mode will take action. Unlike the simple and vigorous movements of "Monster Hunter", the actions of "Sword Ghost Soul" will be lighter, rolling, jumping, dodging, etc. will appear in battle more frequently. With low-hard and straight attacks, the entire game flow will be smooth.
In particular, Holofi mentioned a mechanism similar to a defensive counterattack. The player's health will be quite small, but most monsters' attacks can be parried by weapons. When parried at the right time, they can launch counterattacks, causing the monster's huge stiffness and even directly executing the monster.
This is more like a sword fight in reality. Winning and losing and life and death are only in a moment. If you cannot avoid or resist, then there is only a way out.
If Monster Hunter is a turn-based hunting, then "Sword Ghost Soul" is a refreshing high-speed battle.
Of course, these are just paper ideas and there are no specific design ideas.
After a large company made a game according to the process, Gao Yingqi also knew that the initial design and the final product were likely to be completely different. Whether it was implementation, code, or numerical limitations, it made game development difficult.
After explaining the basics, Holofi distributed the task. Just like "Monster Hunter", each planning team was responsible for the design of different areas, including scenes and maps.
The group where Gao Yingqi is located was assigned to the design work of an ancient city.
Chapter completed!