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About ten minutes later.
Hu Qing then gained a basic understanding of the entire project.
First of all.
This game, tentatively titled "Adventure World," is a game that breaks down tabletop role-playing game elements and uses them as its core gameplay.
Before dismantling the tabletop role-playing game.
First, I need to explain what a tabletop role-playing game (RPG) is.
Tabletop role-playing games (TRPGs) are a type of online role-playing game.
It is a form of tabletop game played by multiple people. In tabletop role-playing games, there is usually a host and several players, who play their respective roles and use interactive elements and props such as dice to advance the story.
Simply put, it can be understood as an interactive audiobook.
The host tells the players what is currently happening.
Players then describe the actions they took, the decisions they made, and what they wanted to say.
for example.
The host said your team encountered a robber.
In a game, you can choose to attack, defend, or run away, and whether you succeed is determined by the computer.
In a role-playing group.
You can do the same thing, but whether it succeeds depends on the dice and your attributes.
Of course, the charm of role-playing games lies in the fact that your actions are not limited to attacking, defending, and running away.
You can do anything you can imagine, like shouting, "I am Grey Wolf, and I'm going to gather the wolf pack to take him down!"
The host will provide feedback based on your remarks.
If it were a proper host, they would tell you that your identity card doesn't belong to Grey Wolf, and there are no wolves nearby.
Of course, if the host gets playful, they might let you roll a die.
If you roll a 20 on the dice, you achieve a great success [meaning that no matter how far off, it will come true].
He will tell you that on that night, you turned into a werewolf, gathered a pack of wolves, and successfully killed the robbers, but your next destination is the sheep village.
all in all.
The fun of role-playing games is that a group of people rely on language, game pieces on the table, and imagination to go on adventures together and immerse themselves in building their own stories.
Of course, this kind of game also has its own flaws.
For example, for many people.
It's already impossible to find someone to play games with.
Furthermore, running groups have extremely high requirements for the host's abilities.
The same script can lead to completely different experiences depending on the host.
Lin Li's so-called core of digging into tabletop RPG gameplay is essentially about abandoning all current developments in online games and thinking directly from the most primitive level.
What exactly is an MMORPG, and what makes it so fun?
Based on these two ideas.
Expanding on this, Lin Li proposed two basic system frameworks.
One is called "a thousand people, a thousand faces".
One of them is called the Book of Adventure.
The concept of "a thousand people, a thousand faces" is not difficult to understand; it has been used in many online games.
Going back a bit, in 12, Snail Games' "Age of Wushu" touted its "Thousand Characters, Thousand Faces" system during its promotion, where players' characters would continue to play various professions in the martial arts world even after they logged off.
Further on, Papergames acquired and developed a wide variety of products, which they also used as a selling point.
Of course, Lin Li is a person of a thousand faces.
Its core logic is quite different from the two games mentioned above.
In traditional MMORPGs, although the world is multiplayer, the roles players play are the same, and everyone does the same tasks in a linear fashion.
The real experience is actually closer to playing a single-player game together with others.
You can team up with others when you're playing.
This is the storyline gameplay of most MMORPGs.
This approach is relatively easy for developers; they only need to create a linear storyline, similar to developing a single-player game.
Then break down these storylines, allocate revenue based on them, calculate the time and combat power required for players to complete the storylines, and then add various pay-to-win systems and paid systems.
As for the main storyline, how is the player's experience? Can they enjoy it and feel involved?
For the development team, it doesn't matter at all.
Especially domestic development teams.
The reason is that the main storyline doesn't provide any rewards.
This is just a tactic to get players to pay.
Nearly 20 years have passed since the millennium. While there have been many innovations in MMORPGs, the core gameplay, especially that of domestically produced MMORPGs, has remained largely unchanged.
Main storyline, side quests, and dungeons.
The core selling points have remained unchanged: enhancement, pets, tempering, stats, equipment, and skins.
Although they all claim to be MMORPGs.
But Lin Li prefers to call these things "pay-to-win game simulators".
Because these games are MMOs.
However, it completely contradicts the concept of "multiplayer" in MMO, and can be described as a deceptive tactic.
Looking at the market as a whole.
The reason why multiplayer games like PUBG, Fall Guys, Goose and Duck, Palu, and PUBG Mobile have become so popular is that they have all grasped a major core concept.
Multiplayer game, multiplayer game.
Whoever can get everyone to play together and have fun will be successful.
So, over the years, have traditional MMORPGs undergone any reforms in this regard?
No..
Although MMORPG servers can support thousands of players simultaneously, most players are essentially playing a single-player game most of the time.
The only time you can feel the presence of other players is in dungeons, battlegrounds, and open-world PvP.
Especially in open-world PvP.
This is an inherent advantage of MMORPGs.
From the murder and looting mechanics of "Legend of Mir" to the faction design and faction PvP in "World of Warcraft," which are considered classics, and even the later "Aion," which imitated "World of Warcraft," achieved considerable success.
However, because the penalty mechanism for PVP is too severe, many manufacturers have restricted PVP, gradually reducing it to battlefields and some specific modes.
At the same time, because dividing into factions requires the creation of multiple main storylines and side storylines, the number of faction divisions is decreasing.
The final result.
This is the experience that Genshin Impact, a game similar to a "single-player" game, brings to players.
Surprisingly, the experience is quite similar to that of many domestic MMORPGs.
Both involve following the main storyline, completing quests, and playing dungeons together. Aside from the lack of battlegrounds, they are basically identical.
Even in terms of gameplay, you don't have to compete with other players for monsters in Genshin Impact.
So in the very beginning.
The expansion of Genshin Impact's influence.
It has expanded the player base of MMORPGs.
Chapter 106 Adventure World
Now that Lin Li knows the shortcomings of current MMORPGs, what he needs to do is quite simple.
Prescribe the right medicine.
This medicine consists of two systems: a thousand faces for each person and the Book of Adventure.
First, on the map.
Adventure World will feature an open world.
This was the first thing Lin Li finalized during the entire project planning process.
Without a doubt, the MMORPG genre is the most suitable for open-world maps.
Of course, there is another reason for adopting an open world.
This is because of the development of games like "Galaxy Paradise" and "Destiny's Path".
Spark has accumulated a large amount of material, which can be reused in new games with only slight modifications.
To fill in some less important occasions.
This is one of the advantages of studios using the same engine.
After confirming the map.
Lin Li then roughly finalized the main storyline within the gameplay framework.
Adventure World divides the story into three parts.
First, there's the personal growth storyline.
It can also be called the beginner village storyline.
When entering "Adventure World", the system will allow players to perform a relatively detailed character creation process.
And a set of interactive gameplay elements that are somewhat similar to a life simulator.
It will quickly simulate the player's life from birth to age 18.
During this process, the system will distribute players to different spawn points based on their choices and chosen professions.
For example, if you choose the mage class, you might be born in a city, a magic tower, or even on an evil mage's dissection table.
If you choose a profession like archer or hunter, you will be born in a village, or even in a cabin in the forest.
Of course, you can also skip the simulation and go straight to the other side, first choosing your preferred profession, and then watching the randomly generated character growth story.
The game has a duration of about half an hour to an hour.
It's about letting players get familiar with their class.
Complete the process from level 1 to level 10.
At this point, the world the player is in is actually a separate instance world.
And then.
After completing the tutorial, the game will enter the second stage.
The story will also move into regional storylines.
There will be a transition animation in the middle.
Perhaps it's parents seeing them off, or players galloping across the grasslands, or perhaps they're traveling downstream by boat.
Wait until the cutscene ends.
Only then can players truly enter the open world. All online players will enter the same large map, and players will be able to see other players.
The process seems to be the same as that of a regular MMORPG.
But the actual experience is completely different.
First, the previous standalone storylines allow players to immerse themselves in their own identity.
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