Chapter 871: Linear Game or Open World?
In the first half of the year, it wasn't just the Assassin's Creed series that made a big splash in the global gaming market.
Of course, Assassin's Creed: Origins and Assassin's Creed: Revelations are undoubtedly among the best games released in the same period, but that doesn't mean they can completely crush other games of the same period.
It can only be said that the "Assassin's Creed" series has become an iconic game IP with its moving plot, elegant historical background, rich cultural heritage and unique combat system, but it has not been perfect in all aspects.
It is precisely because of this that TGN gave "Assassin's Creed" a score of 9.3 points, which is a good work.
Before the release of "Assassin's Creed", a VR game called "Traveler" scored 8.8 points, and half a month after the release of "Assassin's Creed: Revelations", a VR game called "Lost Fleet" The game was born, and also got a high score of 9.3 points on TGN.
The strong appearance of this game seems to be announcing to the world: the era of Serent rule? Still far!
Indeed, in the past two years, Lei Ting Interactive Entertainment and Chen Mo have been very popular, especially the emergence of a series of classic IPs has made many foreign manufacturers feel a little breathless, and players are even more emotional "The times have changed" .
However, after all, the game industry is not a zero-sum game. When everyone can make a good game, even if you earn, I will earn it, and you will not slap me in an all-round way just because your game is 0.1 points higher than mine.
As long as they really make games with their heart and truly meet the needs of the market, every game designer will achieve success. It is nothing more than a matter of sooner or later, more or less.
"Lost Fleet" is an FPS game with a sci-fi background, which tells the story of a small interstellar fleet completely lost contact with the mother ship due to an accident, and has to experience the adventure in a sinister cosmic environment.
In the process, players will experience the warmth of human nature and the cruelty of cosmic laws under desperate conditions, experience scenes of turbulent cosmic adventures, fight against terrifying cosmic creatures, experience the infinite wandering loneliness in the cosmic space, and finally return to the earth At that time, many players burst into tears like wanderers who had been wandering for many years returning home.
In terms of influence and topicality, this game is not as good as "Assassin's Creed", but it is obviously a good work in terms of art and gameplay, so it also received a high score of 9.3 points.
Moreover, due to the popularity of this game, the sales of the same name have also risen steadily, and the filming of the film of the same name is also in preparation.
For players, "Lost Fleet" has created a very real cosmic environment (or rather, it seems very real, after all, the current technology is not enough to support human space navigation), and the loneliness and despair of mankind's endless wandering in the universe will be given to the players. It is vividly reflected, and there are bloody spaceship driving and gunfight scenes in the middle. In all aspects, the evaluation of this work with a score of 9.3 is not a credit at all.
However, everyone's discussion of "Lost Fleet" is not limited to the game itself, but extends to a larger aspect.
For example... the development direction of the game industry.
The reason why this happens is mainly because the two well-rated works in the first half of the year, "Traveler" and "Lost Fleet", are both linear.
In other words, these two games have abandoned the concept of open world and took the path of "game movie".
As for why... I have to start with Chen Mo's "Uncharted Sea" last year.
Before "Uncharted", the mainstream VR game masterpieces in the world basically worked towards the open world, and even many people felt that not doing an open world would be behind the times.
The reason is very simple. The practice of open world has an immediate effect on prolonging the game time of players, and at the same time, it can make their games appear "rich in content" and "value for money".
In fact, many open world games are not necessarily better than linear, and many open world games that are not well done,
Often in vain. For example, adding a large number of collectible elements, repetitive gameplay, high-level props with strictly controlled values, and so on, into the game's map.
This kind of open world, players will actually feel boring after playing for a while. It is nothing more than running the map, nothing more than brushing.
But I have to say that the effect is really immediate. Players like to collect achievements and trophies. Although the numerical stimulation of brushing is simple and rude, it is very effective.
Therefore, many international game manufacturers are addicted to the concept of open world, unable to extricate themselves.
However, the emergence of "Uncharted" changed this. Through various factors such as exquisite process design, high-performance art effects, and carefully crafted game scripts, "Uncharted", as a linear game, has successfully conquered a large number of players. Most open world games.
And the appearance of "The Last of America" has contributed to the fuel. Obviously, the most suitable way for a game like "The Last of America" is to do linearity. If it is an open world, it will ruin this classic.
"The Last of Us" won the best game of the year and made many designers start to reflect, is it good to have an open world?
And Voyager and The Lost Fleet are a result of this reflection. Many designers no longer blindly believe in the concept of an open world, but switch to linearity, using beautiful stories and exquisite rhythm control to firmly grasp the hearts of players.
It has to be said that open worlds are good, but uncontrollable. On the other hand, linearity, as long as there is a good script, and the gamer is careful to polish it, it is almost certain to create a game with a good score.
Regardless of whether it sells well or not, the ratings of the game media will definitely not be bad.
If the score is not bad, publicize it well, and then appropriately cater to the market taste, the sales will not be bad.
"Traveler" and "Lost Fleet" are the works that came into being under this opportunity, and facts have also proved that linearity is really good.
This has led to discussions among many designers and players. The core question is: with the current level of technology, is it not enough to make the open world the best it can be? Is linearity a better choice at this stage?
Of course, there are some good open world games in the parallel world, but compared to the total number of open world games, they are still a minority. That is to say, parallel world games are classics as long as they are done well, but most games are not well done.
On the contrary, the strict linearity of the process and clear rules has become a very good option. 8) For more wonderful novels, welcome to visit our school