Game Plot design analysis: light blue Game Design

Source: Internet
Author: User
Keywords Drama games light blue
Originally wanted to write about the game plot design, but look at WPS light blue background, involuntarily have to change the title of this article.  Moreover, the green game, the concept of the blue game is not the first to be proposed, then I this light blue nature can also explain the pass. Plot design is the soul of the game, both experts and scholars have said, even several very heavyweight bosses say so.  But since I began to do the plot design, I found that the plot design of today's online game is indeed very difficult. First, the online game is an open world, because it is too open, so there are often other players to destroy the plot you are doing. For example, the film is in the middle of the time, suddenly appeared next to a passerby, and very curious to come near the actor, then this scene appears to be the result must be repeated again ... Network game in the plot design when the biggest problem is this, many times when the player just into the play, ready for the beloved NPC cast head, sprinkle blood, but unfortunately that just fell NPC and another player to kiss me, all of a sudden all the enthusiasm has gone.  Also is the game design too strong competition causes most players not willing to spend time to watch the plot ... Second, the Web game in the production process developers will not be a lot of energy and time on the plot. After all, the network game is a pay attention to interactive game as a whole, the whole game of a large number of functional points and cycle development must revolve around this core to continue to enrich. And the design of the plot whether from the support of the program, or from the planning of the design does not have enough energy and time to prepare.  In particular, the way the operation of the assembly line, the plot is not to mention, basically the same NPC change the name is another new game, such a story of what culture and content can speak, not the connotation or some.  Above two points is the network game plot design widespread phenomenon, then the light blue game plot design can solve the above problem?  The answer is no one can say, but I tried to find some interesting rules. 1, to increase the sense of generation of the game plot, a large number of scenarios placed in the packaging game of the checkpoint, the copy, the fact that the players most often remember the game is the boss, because these boss gave the player a lot of frustration, life memories always want to record beautiful things, but backfired, Often think of all kinds of bitterness sad.  But note that these should not be placed in the game's most important line, if the player card in their favorite line, play can not play, flashing, too sad. 2, what kind of players to see the plot, the more the list of players in front of the plot of the less desire. The more the list of players in the latter part of the plot to pursue the more intense. With the user's own differences, you can through the behavior to analyze why this phenomenon, the list in front of the players in order to impact speed and omit to see the plot speed, reasonable, I can not say anything. The players behind are basically here to experience the game, this partThe NPC will play the game as a stand-alone, advocating leisure, and their high quality of the plot is higher. 3, the homogeneity of the plot is the biggest problem that lets the player reject. Film adaptation game, novel adaptation game Why not reach the novel, the height of the film? The reason is that too much of the game in the narrative method of the same has let players ignore these plots, think of all the novice guidance, to the guidance of the equipment, the player is easy to develop a habit of skipping skip, the game at the beginning of the players to develop this behavior has been the plot of your design has become a part of the skip.  This is where designers need to be aware.  The other two questions I found in my research are also shared with you.  How to make a reasonable play in the story of many people to write? A: Please refer to the creation of TV dramas or cartoons, first by a person to write an outline, telling the story is mainly about what, like we now have a lot of games to choose the famous or novel, is able to quickly establish the outline, the use of classic can be the original script risk greatly reduced. Then determine what each person is going to write, and then in the process of writing, keep going to the meeting to see if there is any deviation in direction, so as to reduce the loss of life caused by mistakes in understanding. Then wait until there is a draft of the script to connect the decorations, as well as the game to polish the plot. This can be a unified style from one person to two people. Style is very important, only with style to make it easier for players to remember, let me more difficult to imitate your game in the excellent place. The rationality and rhythm of the game plot is a very long topic can be studied, and constantly improve the game. The biggest difficulty of this design is how to embody the climax, everyone writes the climax, then there is no climax.  It is the focus of this piece of control to make a reasonable choice according to the rhythm of the game.  How do you make a player feel better? This aspect with World of Warcraft and Sword Net 3 design comparison lets the person remember profoundly.  Other games also have lessons to learn from. World of Warcraft designers used two lines to solve the problem of weak generation, one is CG, in each of the data before there will be a large CG waiting for the player, this large CG production sophisticated, with a very short story to understand the next piece of information to tell. The key is that this CG can be completely free of production outside the game, for research and development there will be no delays in the work process. Second, NPC and the player's interaction, NPC can be based on the player has something to do the action, such as Warcraft NPC saw the player back to the owner of the weapon, will kneel. This design not only gives the player a super high sense of achievement, but also to the delicate degree of the game everyone appreciates, the promotion of word-of-mouth at the same time will play the game also become the pursuit itself, over and over again repeated. 3 of the NPC interaction is the real-time calculus, that is, the player has the plot, the system began to find the right NPC to make movies with you. The player's identity is more like a third-angle bystander. The communication between NPC and NPC has reached a closed effect. And the traditional game of NPC and player interaction is really notHave this feeling. Imagine a relationship with your NPC for another NPC to jump Cliff, and the other NPC in front of you suicide, such as the generation of other games how can compare? Of course, this approach also brings developers a huge amount of development, action settings, plot design, event editing, in order to achieve this one only 10 minutes process, the cost is enormous.  Jian 3 plot design may be part of the reason is because this 10-minute player's no good, so many elite players anxious Ah, sister, you can quickly jump, there are waiting for the next copy! Tianlong Eight and Genghis Khan's growth plot design is to solve the cost-effective and the existence of the plot, which is free from the whole story, not too much cohesion, each of the plot players can choose to repeat, similar to the daily task. But the complexity of the plot and the sense of bringing in is much higher than the average task. First of all, these plots are placed in the copy, this will solve the player to destroy the possibility of the plot, second, the design of the plot more added to the design of the checkpoint, the sense of expression, the performance has been promoted to a new stage,  But this also needs the level designer and the plot designer's coordination cooperation, how lets this level not only be able to do the duplicate system, but can achieve the authenticity the necessary generation sense. Remember the design of the Scarlet Monastery of World of Warcraft, the first is the design of the level, then the plot needs. And in the domestic is different, generally is to write a good background and story, in accordance with the script rehearsal (brainstorming), the game most of the level module into the story. In order to meet the needs of the game, this level needs to complete what task, so that the level designers will be clear to understand what to include in this section, on this basis, he can complete the rest of the detailed design. Without a clear task, a lot of things are meaningless. Everything in this sekiri should be related to the task of the checkpoint. Even the twists and turns, the same way to separate, should always take into account the game's entertainment. It must be said that in the online game want to use text to bring the player moved or joy is more difficult, mainly online game environment is a relatively competitive environment, then the player will not spend a lot of time to do no reward reading plot.  This causes the network game plot design from the text to the behavior change, the artistic expression also through NPC's limb movement, the plot rationality to promote the whole game development.  The task plot really needs to focus on the type of design, or the various types of feedback to the game and how many feelings to the player! Main tasks: Used throughout the game, play to introduce the game to the player, guide the player's behavior (guidance), and generally are the main way to upgrade the player, to support the players in the game growing.  I have tried to increase the difficulty in the main task, but found that once the difficulty went up, the loss of the game users become serious, it seems that the main task is the basis for the player upgrade, you can also say a open-wire. Feeder tasks: The existence of feeder tasks is moreLike to talk about the relationship between the NPC in the game world, through a small story to frame a huge society, let the player to understand the NPC's past and present, understand the personalities and preferences of NPC.  Further development options. Growth task: Also known as the plot task, which is described above the task of the structure of the way. Because it is free from the main line, so it can be difficult to do, so that players have a certain challenge. Let the player experience it over and over again. and increase the likelihood of team interaction.  It can be said that this is the smartest plot design pattern. Cyclic task: The most common cyclic task is a cycle of tasks, the advantage of this task is to give the player who likes to do the task can do, from the simple kill to blame, into a purposeful kill.  I always think that there is a difference, the first kill blame no one to instruct, feel the reward is not high, the second kind of reward higher. Complex Loop task: A task group that is composed of several or dozens of different types, with additional rewards for completing a task group. This type of task is very popular with gamers. is a bit more interesting than the cycle of a single task.  In addition, if the design is good, you can also highlight a certain NPC's character and preferences, deepen the player's impression of it. Publish task: The player releases the task and is completed by the player.  We do not say that the performance of this type of task, only said effect, the existence of such a task can not only promote interaction between players, but also allows players to quickly find and their own level of the crowd, increase the rate of appearances. Activity task: Some activities are designed for PVE existence, relatively simple. Such as: Detective task, assassination task, look for objects, kill strange task, Escort NPC mission, some for PVP activities designed, relatively complex such as pulling darts, spying, take treasure, chop flag and so on. The functional development of these tasks is mainly to enrich the game play method and design, and most of the story has nothing to do.  In fact, can not say nothing, but developers do not have a good game background and these design at the beginning of the design of the good combination of packaging, resulting in a nondescript. Light blue plot design is actually a title, the real content is about thousands of years (more than 10 years) to network game developers to the game plot of a discussion, said good to talk about, said not to listen to is to use blood and sweat for the lesson. These experiences will let us not repeat their wrong path, and bring more joyful memories .... (Digging the shell net)
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