Almighty Video Game Designer

640 PlayerUnknown's Battleground: The big escape

In the experience store, Chen Mo was still working on the design concept.

To Chen Mo, there were a lot of choices in FPS games, and many of the top FPS games in his previous life had their own advantages.

However, with Chen Mo's current abilities and the requirements of the game, there weren't many options.

First of all, he could pass on large-scale Modern Warfare themes. On one hand, he didn't have enough Foundation and ability, and on the other hand, the players in the country didn't really buy it.

If such a game was really made, it was likely that the main market would be in Europe and the United States. It wouldn't have much of an advantage over Wolf soul and fire assault in China.

Secondly, although it would be used for the training of the troops, it was mainly for the taste of the domestic players. This was a game, not a modern war simulator specially provided for the troops.

If it was just for war simulation, the best choice would be "armed assault". However, as a game, it required too many machines and the operations were too complicated. It was infinitely close to the real situation of Modern Warfare. It might not be a loss, but it might not be popular.

Plus, with Chen Zhao's current abilities, it was very difficult to do it.

Moreover, giving it to the troops did not mean that it was reserved for the Special Forces. There were so many ordinary soldiers and police in the country, but how many Special Forces were there? If it was only for the Special Forces, it would be even more extravagant.

If the Special Forces wanted to train, they could use real scenes, real people acting as hostages, and so on. After all, the Special Forces were all elites. No matter how realistic a VR game was, it couldn't be compared to a real training scene.

Therefore, the game had to be more universal. For example, the playstyle in Wolf Soul and raging inferno assault, which was designed for military use, was actually just the "tututu" in special map scenes.

At the current stage, there were two main functions of FPS games on VR.

On the one hand, it was to cultivate reaction, awareness, team cooperation, and combat skills in individual combat to deal with a variety of complex battles. The game not only applied to soldiers, but also armed police, police, and so on.

Letting the police learn the high-end operations that only the Special Forces needed to do was not useful for most people.

On the other hand, he wanted to find some fun in the boring training. No matter how realistic VR games were, they couldn't replace the daily training of the Army. This thing played a role of adjustment and relaxation.

Moreover, a VR game was still a game. Chen Mo's main goal was to make a good FPS game and take over the market, and becoming a VR training program for the troops was only his secondary goal.

Just like when Emperor dynasty entertainment was in discussion, the first thing they thought about was how to make the game more original and make the players like it, not how to better meet the game committee's requirements.

Once Chen Mo had a lot of experience in making FPS games, and the conditions were right, the ultimate goal of VR FPS games would be to create a modern war simulator like armed assault.

However, even if it was made, not many people would play it. After all, the closer it was to reality, the more complicated it was, and the more complicated it was, the smaller the audience. At that point, they would no longer be making games for the sake of profit, but for the sake of historical status.

Of course, that was a gradual process. Not to mention Chen Mo, even video game designers around the world weren't able to do that, and the VR technology wasn't up to par yet, so that was a story for the future.

It was the same for other similar single player games. Even though these games had their own advantages in the eyes of hardcore gamers, the most important thing for Chen Mo was the price-performance ratio.

Using the least amount of resources to achieve the best results, there was no need to simplify things.

For Chen Mo, there was a shortcut.

PlayerUnknown's Battlegrounds: escape.

The reason why this was a more ingenious choice was that although it was completely different from the traditional FPS game, it was not difficult to create.

As a game, PlayerUnknown's Battleground could be considered very successful. It was extremely popular both domestically and overseas, and it had even extended its popularity to players who did not play FPS games much.

It had been two years since League of Legends was released, but Chen Mo still hadn't released a phenomenal game that could dominate the VR platform. It was the perfect time to release PlayerUnknown's Battleground at this critical moment.

Of course, releasing PlayerUnknown's Battleground did not mean that it could sweep the entire VR platform, nor did it mean that it could end all FPS games. It was a very novel way of playing, but there was still a lot of room for development in the FPS category.

To Chen Mo, there would be more content-rich FPS games after PlayerUnknown's Battlegrounds, but they would all have different goals.

……

When it came to PlayerUnknown's Battleground, this game was a complete victory in terms of design concept.

In fact, PlayerUnknown's Battleground's technological level wasn't particularly high. Many FPS games that were much older than PlayerUnknown's Battleground could have achieved this, but because the design concept wasn't there, no game had been able to perfect a similar "Battle Royale" mode.

From DAYZ to H1Z1, and then to PlayerUnknown's Battleground, similar modes were constantly evolving.

In Chen Mo's previous life, DAYZ was just a part of Armed Assault 2, which was a game that was released in 2009.

In "Armed Assault 2", it was already possible for multiple players to survive and fight on a super-large map. However, PlayerUnknown's Battleground, which had truly perfected this mode, only became popular in 2017. There was a gap of eight years between the two.

In terms of technological progress, there was definitely some, but it was far from the point where it could decide the life and death of a game.

From the DAYZ module's appearance in 2012 to H1Z1 in 2015, and then to "PlayerUnknown's Battleground" in 2017, the model had been constantly developing and improving. It was also inseparable from the continuous efforts of the "father of PlayerUnknown's Battleground", Brandon.

To some extent, Brandon was also worthy of being the top designer. This was because the entire escape game mode was created and perfected by him.

Of course, the idea of the "big escape game" originated from nihong's movie "big escape". However, there was still a huge gap between a movie and a real game. Out of the billions of people in the world, only Brandon was able to turn the idea into reality.

In Chen Mo's previous life, PlayerUnknown's Battlegrounds wasn't the best FPS game in terms of quality, as many hardcore FPS players could belittle the game in many ways.

However, it was undeniable that Brandon, as the designer, got full marks for his ideas. As for whether the game was good or not, it was the technical staff's fault, not the designer 's.

It's not like the designer could just write a plan and get rid of all the bugs and cheats in the game.

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