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Now reading: Chapter 363: Players Love Me Deeply! from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

After watching the entire ga's promotional video, many players felt a bit confused.

They were completely in the dark.

Although there was a lot of dialogue, many players didn't understand it at all.

This was mainly because the story content in the promotional video used a fragnted and pieced-together approach.

Simply put, the dialogue from the early stages of the ga's story and the dialogue from the later stages were taken apart and put together.

If you didn't know the story, players basically couldn't guess what was going on.

Of course, the purpose of doing this wasn't to be cryptic, but to give players a general understanding of the ga's background and basic content without revealing the story.

As the promotional trailer was released,

Players who had been following "Red Dead Redemption" began to discuss it.

Because there were still so things to dig out from this short, minute-long video.

First of all, there's nothing to say about the graphics.

Including the 'farm life' the that Nebula Gas released earlier, it's clear that the graphics of "Red Dead Redemption" will definitely not be a problem.

And although it's not clear whether this promotional trailer is CG or real-ti rendering from the ga,

Nebula Gas obviously doesn't need to sacrifice its reputation in this area.

After all, unlike gaplay and story, which require in-depth experience, it's easy to tell whether the graphics have been downgraded.

What really caught the players' attention was the ga's setting.

Because it seems like the player isn't playing as a good guy.

"It feels a bit different from normal Western thes! Are we going to play as a bad guy?"

"Yeah! It feels completely different from the 'Beautiful World' style. I've read that novel, and the main character seems like a Robin Hood-like hero, but here, they're robbing trains and banks, it feels like they've done all sorts of bad things!"

"I think it's quite interesting, I've seen too many good guy protagonists, it's the first ti I've seen a bad guy protagonist."

"I'm more curious about the gaplay, is it still a level-based gaplay like 'Call of Duty: Modern Warfare'?"

Players were discussing various topics about "Red Dead Redemption".

The place that players were most concerned about was how the ga presents the Western world.

Even though a wider world hasn't been shown yet,

The tip of the iceberg shown in the promotional video is enough to make players look forward to it.

And compared to Atari's 'Beautiful World', Nebula Gas is showing a prosperous city.

A city gradually stepping into modernization.

It has modern facilities like trams and streetlights, but also historical remnants like horse-drawn carriages.

The fusion of progress and the past is undoubtedly very fascinating.

.........

While players were discussing online, Lucas and his team were working overti to develop the content of "Red Dead Redemption".

Currently, they are divided into two groups. One group is specifically responsible for the content and gaplay of "Red Dead Redemption", such as fishing, hunting, bounty hunting, etc., which is what Edward is in charge of.

The other group is in charge of the details of "Red Dead Redemption", and works with Anna's group on the mission structure, which is what Hector is in charge of.

Inside the CosmosVR ga pod, Lucas was controlling Arthur Morgan to shave his beard. Through the mirror in the ga, Arthur Morgan's face could be clearly seen.

The realism is very high, you can even see the wrinkles on Arthur Morgan's forehead.

In addition to this, there will be a lot of interaction in the ga.

Even more than the interaction in the "Red Dead Redemption" of his previous life.

For example, mirrors, wood and bricks on the ground can be picked up and even used as weapons.

At the sa ti, players can also set fire to and destroy so wooden houses, leaving behind wreckage after burning. Of course, these are specific houses in the wild, otherwise there might be a spectacular scene of burning Saint Denis, which would be really cool, but the current equipnt capabilities and physics engine technology are still a bit tight.

Lucas referenced the ga "Elder Scrolls: Skyrim".

Before accepting a mission, you can even kill the mission NPC directly, causing that mission to disappear.

In addition, players can also attack wild horse traders and black market traders.

After killing them, those function NPCs will be gone.

Of course, this content will not affect the progress of the main story.

This makes the whole ga more free, and also more real and full.

In his previous life, many things couldn't be added due to technical limitations.

But in this parallel world, it can obviously be done better.

Coming out of the ga pod, Lucas nodded with satisfaction. So details still need to be modified, but the basic frawork is fine.

Next, there's the review of the story's scenes.

"Don't use the default cara for this scene, use a cinematic cara."

"Players will be less free here, because what's needed here is for players to watch and put themselves into Arthur's shoes, not their own."

"Also, when passing through the forest, play the background music 'That's the Way It Is' in conjunction with the cara, and the lines from the mories of the NPCs that the player has experienced in the ga, rendering the player's emotions to the highest point, so that the player can experience the aning of redemption like Arthur in the ga."

Looking at a demo presentation on the holographic projection, Lucas said to the team mbers next to him.

Unlike other gas, the pace of "Red Dead Redemption" is slower.

It has the style of an old movie from the last century. There are many scenes in the ga that are not the player's default view.

Instead, they are specially made cinematic views. Players can also switch to cinematic view during the ga.

Third-person, first-person, and cinematic view, the entire ga is developed and produced using three caras.

And certain plots, using cinematic shots in conjunction with the ga's music, will completely imrse the player's emotions in the ga.

Especially the last scene of saying goodbye to Sadie and Abigail, putting the hat on his head, and resolutely riding his horse towards the camp, is definitely one of the most classic scenes in ga history.

Returning to his office from the project room, Lucas was in a good mood.

After all, the project's developnt progress is very smooth.

Lucas, who had just finished working, leaned back in his chair, opened his phone, and browsed the official blog and so industry information.

Unsurprisingly, most of the discussions online are about "Red Dead Redemption" and "Beautiful World".

Lucas took a look, and the players discussing "Beautiful World" basically focused on two directions.

That is the degree of restoration of the original story, and the so-called gaplay content, because according to Antolini and Atari's publicity points, they basically focus on the so-called freedom.

And the direction of players' discussions on "Red Dead Redemption" is more diverse.

Ga type, story content, everything is being discussed.

The two most discussed aspects are that many players feel that the story may be sad.

If it were normal ga designers, they wouldn't think about it this way at first, but who is Lucas?

Lucas's love is to stab players with a knife.

Either in terms of ga difficulty, or in terms of story.

The other is the gaplay, many players think it will be like "Call of Duty: Modern Warfare", using a level-based single map mode.

Looking at the players' discussions, Lucas, sitting in his office, couldn't help but feel a wave of emotion.

Just like he loves the players, the players love him deeply too.

Like a worm in his stomach, they know exactly what each other is thinking.

Looking at the hot posts online, Lucas also stood up and responded to the two hottest topics on the official blog.

(End of this chapter)

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