Chapter 331 Multiplayer Horror Game "BE QUIET"!
"In horror movies, there are many themes of ghosts and mutants, and the visual impact is stronger, but there is also a category of horror movies composed entirely of ordinary people, and the horror effect is also very brilliant."
"To put it bluntly, horror is just a feeling. There is no need to be too obsessed with the visual impact of ghosts and mutant monsters."
"Take the example of our company, as long as the curtains are closed, everyone will be immersed in a terrifying atmosphere, then as long as there is a scream, it is enough to make everyone feel horrible..."
"So, the creation of the atmosphere is the most important thing. People's hearts are sometimes scarier than ghosts... This should be a very important point."
"If we can reproduce this feeling in the company in the game, will it also achieve a terrifying effect?"
Wang Xiaobin felt the same way: "Yes, yes, I wanted to say that just now."
"Then, we will create a scary scene in the game, and then throw many players into it, so that the horror will gradually 'infect' and 'spread' among the crowd, just like what happened in our company."
Ye Zhizhou continued: "That is to say, in this game, the sense of fear does not come from the ghost map, but from the malice of other players, from the ever-spreading atmosphere of fear, from the environment."
"Then, after fear spreads, there will inevitably be conflicts between players."
"The players must not be a complete cooperative relationship, otherwise it will become 'singing the Internationale and joining hands in haunted houses', which loses the challenge and runs counter to our goal."
"We have to allow conflicts and confrontations between players, and let players scare each other. Isn't this completely unpredictable danger the source of fear?"
"And the method of confrontation between players... Mr. Pei has already revealed to us that it is the weapon system!"
Ye Zhizhou looked at the third point Mr. Pei emphasized: "The strongest weapon is just a pistol. This is because there are ordinary people in the game, not ghosts and monsters, so there cannot be overly powerful weapons. This will make players The battle between the two is out of balance."
"Other weapons can be daggers or stones. In short, they can cause damage to ordinary people, but they can't kill with one blow."
The two discussed while recording.
Lin Wan interjected at the right time and said: "There is still a hidden setting in it. Although Mr. Pei didn't make it clear, in the process of our deduction, this setting is ready to come out."
"To achieve the effect of spreading fear in the player group, it means that at the beginning, most of the players should be 'innocents'; and after entering the confrontation, it means that some players will become 'assailants' identity."
"How to change?"
Ye Zhizhou frowned and thought for a while: "I remember Mr. Pei said that the most common occurrence in this game is... mental illness?"
Lin Wan nodded: "Yes, mental illness!"
"These active perpetrators should be mentally abnormal and dangerous people in the plot, or in other words, lunatics."
"I think we can introduce the concept of 'spiritual value' that exists in many games, that is, the concept of san value. Many elements in the scene will make the player's mental pressure continue to increase. Once a certain value is reached, the player will go crazy. Become the perpetrator and kill those normal players."
Wang Xiaobin nodded while recording: "Sure enough, everything is clear after smoothing it out like this."
"It's just that some details are still lacking."
"For example... since it is a multiplayer online game, should we add a voice system and allow players in the game to chat with each other?"
"If players can chat with each other, they will perform a series of sand sculpture behaviors, which will weaken the horror of the game. It is also possible to maliciously form a team after discussing through voice, take advantage of the game's loopholes, and reduce the fun of the game."
"If you can't chat with each other... I feel that a lot of fun is lost, and there will not be much communication between players. It may become only confrontation without cooperation."
Ye Zhizhou thought for a while: "This is easy to handle. Since 'talking in the game' is such an important thing, then we have to find a way to restrict it."
"Players can speak, but they can't speak casually. Every word is very precious, and there may be punishment if you say too much."
"Like...become a lunatic."
"A qualified horror game should be like the atmosphere of our company."
"Everyone is walking in the dark in the dark."
"If someone suddenly said a word, everyone would scream..."
"After saying that, I suddenly thought of a good game name."
""BE QUIET", the Chinese name is "Hush!""
...
Under the brainstorming of three people, the idea of this horror game was born very quickly.
The basic idea of the horror game "BE QUIET" is a multiplayer horror game. Each game consists of 8 players + a random number of NPCs.
The number of NPCs ranges from 4 to 8, and the NPCs are played by AI in order to confuse the players.
All players and NPCs will enter the randomly generated game map, search for props, find ways out, and interact with other players and NPCs.
The game map will use different scenes, and the preliminary plan is: mental hospital, madman's village, country hotel, castle, and school.
These scenes will have a strong randomness. Through the algorithm of the program, the purpose of each room and the props in it will be randomly refreshed before the start of each game.
Each room has pick-up props and scene props. Scene props cannot be carried on the body, but they can be used to produce some special effects. For example, the radio can play a specific recording to increase mental stress.
Players and NPCs will be randomly and scatteredly refreshed at some birth points on the map. After the game starts, they will start to explore the map.
In the map, players will find some special props, such as daggers, bandages, psychotropic drugs, strange idols, etc. Some of these props can attack others, some can heal themselves, some can reduce mental stress, and some can increase mental stress.
How to use it depends on the player's game strategy.
At the same time, the 8 players will have different identities at the beginning, with different identities and different victory conditions.
Among the 8 people, there is 1 police officer, 3 good guys, 3 mental patients, and 1 careerist.
The goal of the police officer and the good guy is to escape from here, the goal of the psychopath is to drive everyone into madness or death, and the goal of the careerist is to survive only by himself.
If there is an NPC, the NPC will be allocated according to the ratio of half good people and half mental patients.
When the player dies, his identity is finally revealed.
There are some weapons and props in the scene. The police officer was born with a pistol, which can cause a lot of damage to normal people or lunatics. Other players can get props from the scene, or throw them on the ground and give them to others.
Commonly used props are daggers and bright flashlights. Daggers have high damage to normal people, while bright flashlights have high damage to madmen.
In addition, there are also weapons that are relatively difficult to obtain but more powerful, such as axes and flash bombs.
Mentally ill is not the same as crazy.
"Madman" is a concept relative to normal people.
At the beginning, police officers, good guys, mental patients, and careerists are all normal people, and their initial attributes are exactly the same.
With the passage of time and the influence of some props in the scene, the san value of some players will continue to decline. When reaching a certain critical point and not taking special drugs, they will change from "normal" to "crazy".
The movement speed, life value, attack power and other basic attributes of a madman will be higher than normal people, but once they enter the "lunatic" state, the player will completely lose the ability to communicate, and the muscles will swell and the model will change, making other players can be seen intuitively.
Voice communication is allowed in the game, but is strictly limited.
Players can only speak one sentence at a time in the game, within 10 seconds. After finishing speaking, this sentence will be played out after being processed by the system's sound software.
Every time a word is spoken, the player's san value will drop.
If you don't speak at all, it is easy to be regarded as an enemy or AI by other players; if you talk too much, on the one hand, you increase the risk of becoming a lunatic, and on the other hand, it will make other players doubt your true intentions.
In addition, in order to prevent sand sculpture players from creating program effects, most meaningless actions have been deleted in the game.
For example, you can only jump when passing through some specific terrain, otherwise you can't jump around in place.
For players, especially for mentally ill and ambitious players, different strategies and ways of playing can be adopted in the game, which is similar to many board games.
Police officers and good guys should search for agencies and exits in the scene, and at the same time be alert to other people, and attack decisively to eliminate hidden dangers if necessary;
The san value of mental patients is much lower than that of good people. They can actively turn into lunatics to attack good people through the props in the scene, or they can pretend to be good people to induce other good people and lead them into some traps;
Careerists can also disguise themselves as a good person or a lunatic according to the current situation to achieve their goals.
Each player has to constantly guess the identity of the opponent in the game, and at the same time adjust his game strategy.
After the game is over, a comprehensive score will be made based on each person's data, game time, and role-playing.
For example, the careerist is a very difficult character to win, so if you lose, you will only deduct a small amount of points, and if you win, you will gain a lot of points. At the same time, considering that killing, solving puzzles, collecting props, etc. in the game will all be counted as bonus points, even if the goals of ambitious players are very difficult to achieve, they still have the motivation to continue playing.
...
In just one afternoon, the big framework of the game has been set up.
In the process of asking questions and solving problems, some settings in the game are quickly finalized in this infinite loop process.
Ye Zhizhou and Wang Xiaobin couldn't help feeling emotional when looking at the first draft of the design, which was densely packed with handwriting.
Much smoother than originally imagined!
I was conceiving game settings while playing horror games before, and I didn't get much results after two weeks of work.
But now, in one afternoon, the prototype of the game came out!
What is the difference between these two times?
The difference is that Mr. Pei pointed out the direction, while Director Lin provided an idea to analyze Mr. Pei's intention.
According to this line of thinking, all problems are easily solved!
So far, although everyone is not sure whether this game will be successful or not, at least the gameplay of this game is complete, and there is no similar competing game on the market. The first impression it gives is that it is very novel.
And Mr. Pei pointed out a clear way for this game, which is equivalent to giving everyone a reassurance.
Looking at the design draft, Ye Zhizhou couldn't help feeling emotional.
"Is this the final product of this horror game that Mr. Pei has long thought of?"
"Wonderful!"
I’m going to have a door-to-door banquet tomorrow, and some friends may come over. I’ll write another chapter tonight and try to post it at 0:00 am, and the second chapter tomorrow may not be until evening