Almighty Video Game Designer

832 Some optimization and modification

The development of Assassin's Creed: Origins was going smoothly, and there were basically no problems with some changes for the VR version.

As for the loading problem that many people were worried about, Chen Mo posted in Assassin's Creed: Origin had adopted a relatively compromised design.

Assassin's Creed: Origins would be an open world, and it could only be an open world. Because it was impossible for a linear game to show the entire vast ancient Egypt, those wonderful side missions would be impossible to talk about.

However, the open world would inevitably encounter a problem, which was how to handle the loading of resources.

Mysterious sea's level of graphics had basically exploited the VR gaming pod's performance to the extreme, and this was under the premise that the VR gaming pod's performance was only used to deal with a small part of the scene. If he wanted to make an open world, he would have to allow players to choose any route to explore. It was impossible to plan the route for the players in advance.

Therefore, the VR version of Assassin's Creed: Origin had a seamless map, which meant that the big map was divided into many small pieces. When the players reached a small piece, the surrounding small pieces would be pre-loaded.

However, other games that had tried to create a "seamless map" like this could not guarantee a 100% success rate in eliminating the loading bar. Therefore, Assassin's Creed: Origins had some other methods.

For example, in some specific area nodes, like in "mysterious seas," they could use cutscenes or special actions to cover up the loading bar, and at the same time, they could quickly read the area resources around the protagonist.

The other thing was to plan the players 'main storyline more strictly. At the same time, through the artificial intelligence system and big data analysis, they could infer the players' next course of action according to their behavior habits. They could then pre-load the resources for the players 'next action goal based on the mission or activity.

In other words, the system determined that the player had a high probability of completing mission A, so it would pre-load the resources related to mission A in advance, allowing the player to play more smoothly.

This situation was mainly used in the following scenarios: For example, if a player received a mission that was a few hundred meters away, and he happened to have a teleportation point at that location, most players would choose to teleport there. According to the usual settings, such a long distance teleportation would definitely cause a loading screen. However, if the system could predict that he would be teleported in advance, it could load the resources near the teleportation point in advance, thus eliminating or greatly reducing the loading time. It was possible that the loading would be completed with just a shot of an eagle flying across the sky.

Or, if a player died while completing a mission and the resurrection point was a few hundred meters away, there would also be a loading screen. If the system still stored the resources at the resurrection point, the loading time could also be saved.

Through these methods, Assassin's Creed: Origins could eliminate most of the loading screen and give the players a very coherent gaming experience. At least, most players didn't realize that the game had a loading screen on their first try.

Of course, the players might suddenly have the idea of teleporting thousands of meters to another place, and loading would be unavoidable. Chen Mo wasn't a God, and he couldn't solve this problem with technology.

However, Chen Mo was like Assassin's Creed: The original game of origin also gave the players a cool loading space. When the players were loading, they could run around in the virtual space of animus and try out all kinds of attacking moves. There were also some virtual Dummies for the players to practice with so that they wouldn't feel bored during the long loading process.

Apart from that, Chen Mo had also made some improvements to the levels and main quests of Assassin's Creed: Origins.

In the original game, the difficulty and quests weren't very reasonable. One of the most obvious problems was that many people felt that the main quests were too loose. As they played, they became confused and didn't know what to do.

This was because in the original game, even in the easy difficulty, the level suppression was very serious. If a player challenged a monster of a higher level, it would be very difficult to defeat it even if they had good skills because of the numerical design.

Therefore, the players were faced with a difficult choice: If they only did main quests, due to the lack of experience and insufficient level, the level requirement of the main quest would soon be much higher than the player's current level. The quest would be very difficult to complete, and might even be completely stuck.

If the players went to a new place and cleared the side quests after clearing the main quest, the difficulty would indeed be very low, and the experience would be enough. However, this way, the main story would be diluted.

They had just killed one of the ancient order-holders in their previous mission, but the next mission required them to find a drunk husband or a missing child, or even a stolen horse of a merchant.

After the side mission was completed, the players would think about what the next main mission should be. He had completely forgotten.

This kind of main mission and side mission mixed together would severely dilute the main mission, making many players feel uncomfortable when playing: What should I do now? The level of the main mission is not high enough, and I don't want to do the side mission.

In fact, this level suppression was completely unnecessary. Many players chose the easy difficulty just to quickly pass the story. In the end, this kind of mission flow was equivalent to artificial difficulty.

Moreover, it didn't make any sense from the background. Bayek was clearly a well-trained warrior. Logically speaking, he should be able to deal with anyone, so why did he keep leveling up? If he didn't level up, he wouldn't be able to defeat some powerful enemies. This didn't make sense.

After all, Bayek was not a fledgling Prince. It was ridiculous to rely on leveling up to advance the plot ...

As such, Chen Mo chose to use a dynamic leveling system, where the enemies refreshed would be adjusted according to the player's level. This way, the players could choose to push the main mission all the way to the completion, and then go back and slowly clear the side missions. He could also do the main and side missions together.

In this way, different players could choose different ways to experience the plot, no longer restricted by levels, and could better experience the fun of the "Egypt tourism simulator."

'Moreover, it's more scientific in terms of character design. I, Bayek, am already so awesome. Why should I be beaten up by you NPCs just because I'm low-leveled?'

Of course, the original level-up and skill system had to be retained. The players would still encounter stronger challenges in the game to ensure the strength of the later stages of the game. However, this kind of challenge was more of a technical challenge, not a numerical one.

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