Chapter 204 (1/2)
In this world, Sandbox games are mainly made by foreign manufacturers, such as earth ol, which allows players to work in the game, buy cars and houses, and experience various professions. This is a very free game.
However, it is not really a sandbox game.
In fact, there are two elements of sandbox game. One is that the elements are rich enough, and the other is that players are allowed to create freely in the game. Like ”earth ol” this kind of game, the element is really very rich, but in fact, the players can only play under the framework designed by the designers, and can't create too many things freely.
Again, creativity is the core of sandbox game, that is, allowing players to create what they want by using the objects provided in the game.
Anything that doesn't fit this can't be called a real sandbox game.
Of course, there are some foreign works in the world that have tried in this respect, such as allowing players to customize roles, houses, cars, etc., but these are all dependent on the original playing methods of the game, which is just a derivative factor and has not become the core fun of the game.
So, Chen Mo wants to use the game famine to test the taste of the players in the world. If the game can succeed, then his first VR game should also be finalized.
Of course, another key reason is that compared with other sandbox games, ”famine” is better to do.
In Chen Mo's previous life, the first version of famine was completed by three designers in 8 hours. Of course, this is a relatively simple demo.
The real full version of famine has been continuously developed for more than a year, but during this period, most of the time is to open up various brain holes in divergent thinking and explore some of the major directions of the game in concept.
For example, there have been heated discussions within the famine team. Some people think that as a survival game, players should become more and more powerful with the process of the game, so as to have a sense of growth. Others think that this is a survival game, and players will eventually die and lose everything.
Finally, after heated discussion, they finalized the second plan.
In terms of production level, although the art style of this game is very unique, it is not very difficult. The characters and monsters only have four directions, and the action is very simple.
For Chen Mo, the only trouble in making this game is the relatively complex settings. However, with the help of memory playback and divergent thinking of everyone, it is not difficult to make a famine without losing the previous life in a clear direction.
Chen Mo plans to develop the survival mode, adventure mode and cooperation mode. The classic nature of the first two modes does not need to be explained. The cooperation mode is to let players experience the fun of the game together when they are online.
In fact, cooperative mode is also the most popular game mode.
The core fun of the game is very clear. It is to explore and collect resources in a strange world as much as possible, build various means of production, and strive to survive for the longest time.
The basic world rules include: map generation, props attributes and usage, character attribute change, monster refresh mechanism, environment and season setting, etc.
The elements of the scene map are very rich, including 9 kinds of plains, swamps, grasslands, mining areas, forests, caves, etc. different terrain produces different production elements, and the monsters generated on the terrain are also different.
At the beginning of the game, the system will generate the map randomly according to certain rules, and each terrain has great randomness, so as to ensure that each game of the player is different.