Game development begins with destroying Girls' Frontline.

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Page 535

Then another person's name was called.

If he remembered correctly, this person was the chief copywriter and mission designer for the exploration studio.

"Huang Dong, describe how this task is triggered?"

Chapter 109 This is the meaning of adventure

Faced with Lin Li's sudden question.

Huang Dong was startled, both surprised and delighted.

The surprise came from being suddenly called out, but the delight came from the fact that President Lin actually remembered him.

He took two deep breaths. Although the problem came suddenly, his professional skills were still very strong.

I immediately came up with a specific scenario.

"If it were me, I would do a prerequisite quest where the player helps a merchant lady recover a very valuable item..."

"Having gained their trust, the merchant then offered them a task."

Lin Li nodded, giving a standard, conventional answer.

"Then why is it a merchant's daughter?"

"Because Mr. Lin, didn't you say that we need to add characters that can be invited to join the team in the Great World? If we need to create characters, we can use them. Perhaps this lady merchant can be set as a half-elf, with white hair, a long dress, and black stockings."

Lin Li was somewhat surprised to hear Huang Dong say that.

It's no wonder they come from a two-dimensional game company; they have an unusual sensitivity to this area.

"Okay, we'll use this setting."

"Hey there, you over there, Li Ming, the scene designer? Could you describe the scene for this mission..."

"Okay, Mr. Lin."

"Based on the description, this task can be set up in three scenarios: outside the deep forest, at the intersection of the deep forest, and in an elven village..."

Lin Li's unique "trial play" may seem a bit comical.

But don't say that.

This is a series of contradictory statements.

It really brought a game scene to everyone's mind.

A player received a routine item retrieval quest on the road, only to discover that the item he was looking for was a very valuable necklace.

Players can choose to sell it on the black market.

Alternatively, you can choose to return the item to its rightful owner.

Choosing the former option and selling the items will result in being cheated by a shady merchant, triggering a new quest where the player must take down the shady merchant and retrieve the items.

Choosing the latter will directly trigger this hidden quest.

After receiving the task.

Players can choose to go alone, leave the quest in the Adventure Hall, or find their real-life friends to log in together.

Finally, you can also find NPCs in the game.

Yes, although Adventure World is primarily a multiplayer game, it also provides an alternative for players with social anxiety or those who are unwilling to socialize.

This is the path Huang Dong just mentioned, where NPCs join the party.

In Adventure World, besides the player, there are many other characters that can be "romanticized," perhaps by completing tasks, giving gifts, or fulfilling other conditions.

Once you achieve this, you can invite them to join your party during adventures.

In layman's terms, it means matching with NPCs.

However, NPCs cannot be interacted with, and their AI is not very strong. In most adventures, if all the characters are NPCs, the best you can achieve is a rating from B to A.

To achieve a higher rating, players still need to team up and communicate.

For example, some hidden mechanisms require players to stand in different positions, which NPCs cannot do.

This was actually a little trick by the production team.

Ultimately, this is an MMORPG, and it needs to cater to a wider range of players. If the AI ​​is stronger than the players, then everyone will just rush to complete the quests themselves.

So I won't share my tasks anymore.

~~~

Players who receive a quest can either post it to the Adventurer Guild or choose quick matchmaking to enter the adventure dungeon once a group of players has been gathered.

Each adventure instance is roughly divided into three sections: the starting point, the journey, and the destination.

For example, this "Elf Trade" instance.

After forming a team, players will be teleported to a run-down tavern. Inside the tavern, an NPC will narrate a story and give the players a map.

The map will be displayed in the upper left corner, clearly marking the route.

In the tavern, players can eat buff-enhancing foods, interact with NPCs, and search for hidden information, such as what happens if a player goes around to the back of the courtyard.

You'll find a few arrows belonging to the elves; these are the shopkeeper's collection. Obtaining them will trigger a cutscene where the shopkeeper will give them to you.

These arrows will also play a role in the later plot.

This preparation period, if you have patience, may take several minutes.

If you're impatient, you might just listen to the NPC's explanation and leave immediately.

It should be noted that...

These storylines are all presented in the form of cutscenes. Of course, although they are cutscenes, they are basically just in-game camera movements and voice acting.

If you want to skip the storyline, everyone in the team needs to agree.

After leaving the tavern, players mount their horses and ride forward along the map. During this process, the system will automatically trigger some team voice chat, just like when you go out shopping with friends.

While riding horses, the adventurer party will discuss the quest according to a pre-set plan.

Occasionally, there will also be some task information.

Upon arrival at their destination, players begin walking, which marks the start of the traditional mission time.

Encounter NPCs, follow the storyline, engage in battles, encounter bosses, and complete quests.

Here, I would like to specifically mention the multiplayer story dialogue mode in Adventure World.

So-called multiplayer story dialogue.

This refers to the fact that in the storyline, in addition to the team acting together, there will also be some individual modes, which are modes where everyone searches for clues separately.

When this mode ends, a multiplayer story dialogue will begin.

When an NPC is performing a storyline, if you find the corresponding item, you can speak at the corresponding time; otherwise, you cannot speak.

Although the mission process is the same, the experience for players is different.

~~~

"It feels very interesting; we can create many interesting dungeons."

"Yes, murder mystery games are quite popular lately, right? Maybe we can make some similar adventure games that allow players to communicate with each other."

"And there are classic dungeons! That should be a large map that can hold a lot of instances."

Everyone chimed in with their own comments.

Ideas kept popping up.

That's why Lin Li wanted everyone to get involved. Making games is a little different from making other things; it's an idea that excites everyone.

It is a great help to game development.

Now, the only problem is production capacity. How long will it take to create one of these dungeons, and how long will it take to fill the entire open world with this kind of adventure?

In Lin Li's own estimation, this would not actually consume too much production capacity. On the one hand, the main storyline of "Adventure World" is not that complicated, so more development experience can naturally be put into these adventures.

Secondly, the biggest pressure in this type of copywriting comes from the copywriters, as long as the copywriting is up to par.

Everything else can be prepared in a streamlined, standardized manner.

In fact, traditional MMORPGs also have a lot of scripted content, but most of those resources are allocated to the main storyline.

However, upon closer examination, the positive feedback that the main storyline provides to players is actually insufficient.

To put it bluntly, the main storyline only provides experience.

Conversely, if this workload were distributed to adventure missions, the positive feedback for players would be completely different, because adventure missions offer greater rewards and a more novel experience.

Furthermore, the adventure mission mode is more suitable for the current game pace.

Each adventure mission is relatively independent.

This means that players can embark on an adventure anytime, anywhere.

In conclusion, the essence of games is to bring joy to players, regardless of the method by which it is achieved.

At least in Lin Li's view, one is a lengthy main storyline that consumes players' energy and time, while the other is an adventure that can bring players different experiences and different gains each time.

The production capacity required for both is roughly the same, but if players were to choose, the latter would probably be more likely to be selected.

Chapter 110 This can actually create a brand effect?

After leaving the exploration studio, we entered the corridor.

You can also hear loud discussions coming from the conference room.

A slight smile appeared on Lin Li's face.

It is said that smiles can be transferred, and Lin Li would like to add that worries can also be transferred.

The other day, Lin Li was having a lot of headaches about the "Adventure World" project.

Now, the people at the exploration studio are scratching their heads in frustration.

Lin Li's development plan is a framework; they still need to add content to it.

How to proceed with the main storyline, how to complete the regional storylines, and how to handle the world storyline.

How are the opposing factions set?

How should cross-faction PvP dungeons be written?

How many adventure quests should players complete? How much time should players spend on adventure quests? What should be the baseline for the update frequency? How should the rewards for players in adventure quests be adjusted?

Although Lin Li has only asked them to create a DMEO for "Adventure World", who wouldn't have some thoughts after seeing such a proposal?

It is foreseeable that this excited state of discussion will continue for a long time in the exploration studio.

After completing the project planning.

Lin Li's face relaxed a bit.

After thinking about it, I decided to take Su Shanshan to the newly opened hot pot restaurant across the street tonight.

Hot pot is something you can't eat all the time, but after a while, you crave it again.

Just thinking about it.

A flurry of footsteps came from behind.

"President Lin, President Lin."

Lin Li turned around and saw a woman wearing a long red dress. He quickly searched his memory for information.

They quickly identified the person as Chen Hongzhang.

Around 30 years old.

She is the deputy director of the Human Resources Department at Xinghuo, fluent in multiple languages, and usually acts efficiently.

I joined the company in 17 and was recognized for my effective recruitment, especially in overseas markets.

Therefore, he was promoted very quickly. Lin Li did not communicate much with the people in the Xinghuo administrative department, but when he reached the supervisor level, he could still remember them and communicated with them quite a bit.

"what happened?"


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