Chapter 831 (1/2)

The R & D of Assassin's Creed: origin is going on smoothly, and some changes to the VR version are basically OK.

As for the loading problem that many people are worried about, Chen Mo adopted a relatively compromise design scheme in the assassin's Creed: origin.

The assassin's Creed: origin will be the open world, and only the open world. Because linear game can't show the whole vast ancient Egypt, there is no way to talk about those wonderful regional tasks.

However, the open world will inevitably encounter a problem, that is, how to deal with the loading of resources.

”Mysterious sea area” level images have basically excavated the performance of the VR game cabin to the extreme, and this is still on the premise of concentrating the performance of the VR game cabin to deal with only a small part of the scene. If you want to make an open world, you must allow players to choose any route to explore. It is impossible to plan playful home route in advance.

Therefore, the VR version of Assassin's Creed: origin adopts the 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, just this level of ”seamless map” and some other games have been done, still can not guarantee 100% elimination of the loading bar. So there are other ways to do it.

For example, in some specific area nodes, like the mysterious sea area, the loading bar can be covered by a passing animation or specific actions to quickly read the area resources around the protagonist while loading.

The other is to plan the main flow of players more rigorously. At the same time, through the analysis of artificial intelligence system and big data, according to the behavior habits of players, we can infer their next route, and pre load the resources of players' next behavior target with tasks or activities as the direction.

In other words, if the system judges that the player has a high probability to complete task a next, it will preload the resources related to task a in advance to make the player play more smoothly.

This situation is mainly used in the following scenarios: for example, when a player receives a task hundreds of meters away, and he happens to have a transmission point at that location, most players will choose to transmit it. According to the normal settings, such a long-distance transmission will inevitably lead to loading, but if the system can predict in advance that it will transmit, then it can load the resources near the transmission point in advance, so as to eliminate or greatly shorten the loading time. Maybe it's just a shot that the eagle flies through the sky and completes the loading.

Or, the player dies when completing the task, and the revival point is hundreds of meters away. At this time, it will also be loaded. If the resources of the revival point are still saved in the system, the loading time can also be saved.

Through these methods, ”Assassin's Creed: Origin” can eliminate most of the loading and give players a very consistent game experience. At least the first time, most players are not aware that the game is still loading.

Of course, players may also have unexpected thoughts, and want to transfer to another place across several kilometers. Then it's inevitable that loading will happen. Chen Mo is not a God, and he can't do anything about this technical problem.

However, Chen Mo, like the original work of Assassin's Creed: origin, has arranged a cool loading space for players. When players are loading, they can run around in the virtual space of animus instead of watching the progress bar and doing nothing. They can try their own various attack actions. There are also some virtual Dummies for players to practice and let them practice It will not be too boring in the long-term loading process.