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Now reading: Chapter 378: Complete Crushing from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

All kinds of perfect scores, and various topics and discussions among online players.

At Atari, Antolini, who was in charge of 'Beautiful World,' was completely dumbfounded.

It was clear that on the first day of 'Beautiful World,' there were all kinds of praises from players online, and the sales were also very impressive.

But by the second day, the heat was not as high as the first day, and sales had also decreased.

But in Antolini's view, this was still a normal thing.

But then ca the third day, and the fourth day.

The popularity of 'Red Dead Redemption' next door was getting higher and higher.

And his 'Beautiful World' beca not beautiful at all.

If it weren't for the fact that the two were on different platforms, Antolini had no doubt that the sales of 'Beautiful World' would be even worse than they are now.

Especially the scores given by major dia outlets, all perfect scores, made Antolini feel a little unreal.

Before this, Nebula Gas' 'Call of Duty: Modern Warfare' was amazing enough in his eyes.

But at that ti, 'Call of Duty: Modern Warfare' had never successfully achieved such a terrible result.

But now 'Red Dead Redemption' was actually rated as a perfect score by all major dia outlets?

You need to know that a perfect score is not so easy to get.

Either it's technical skill, or influence, or level design, or story, a ga with a perfect score must have the above two aspects done to the extre, and also have a certain degree of artistry.

Especially after the score of 'Red Dead Redemption' ca out, major ga dia outlets also reviewed 'Beautiful World.'

The highest score was given by GaSpot, but it was only 9 points.

And the rest of the ga dia basically only gave scores of 8 to 5.5.

Mainly because the performance of 'Red Dead Redemption' in the sa period was too dazzling.

First of all, there's the technical performance. If there's anything to complain about, the most complain-worthy thing in 'Red Dead Redemption' is that players have to wait for a while to load before entering the ga.

But this is also the main reason why the visuals of 'Red Dead Redemption' are better than 'Beautiful World.'

Secondly, there's the background era and character settings in the ga.

'Beautiful World' almost still carries out the prevailing period of the Wild West, glorifying Western culture.

In the ga's story, what players see is mostly kind white immigrants being threatened by violence, and then brave cowboys and law enforcers eliminating evil, and the result is almost always the complete annihilation of the enemy, a Robin Hood-like feeling.

It can be said to be very stereotypical, good is good and evil is evil.

In comparison, 'Red Dead Redemption' is completely different.

It's hard to say whether Arthur Morgan, played by the player, including John Marston later, is a bad guy or a good guy.

You say he is a good guy, but he has also done many bad things, doing all kinds of evil.

You say he is a bad guy, but he has also helped many people in need.

This kind of blurred good and evil setting makes the whole ga's story more profound.

At the sa ti, the ga's background is set at the end of the Wild West era, which adds a sense of loneliness and a sense of powerlessness in the face of the changes of the tis.

These have beco the selling points of 'Red Dead Redemption.'

During this ti, Antolini has been busy with the deploynt after the launch of 'Beautiful World' and has not had ti to pay attention to 'Red Dead Redemption' in real ti. After all, both gas have been launched, and what they are competing for is hard power. It's useless for him to pay attention.

You need to know that so far, Antolini himself has not made a ga with a perfect score.

At this mont, Antolini also opened the CosmosVR ga pod, ready to try it out for himself and see what makes 'Red Dead Redemption' so good.

And after the experience, although he didn't completely clear the ga, and he only experienced the story that ended in Valentine, he could only sigh that it can't be compared at all.

After experiencing the content of 'Red Dead Redemption,' Antolini imdiately realized where he had lost.

Of course, he admitted that the place where he lost was not the story.

Because in terms of story performance, Antolini felt that he shouldn't take the bla for this.

After all, 'Beautiful World' is a ga adapted from an IP.

He has perfectly recreated so of the stories and plots in the original novel.

And in terms of cara and narrative, although so of the storyboards can't be compared with 'Red Dead Redemption.'

For example, he watched the clip of Arthur and John Marston robbing a truck while standing on a tanker truck no less than five tis.

But the biggest problem with the overall story is not in this area, but in the depth.

Compared with the story of 'Red Dead Redemption,' the story of 'Beautiful World' lacks a lot of depth.

But is this his fault?

Even in the face of this situation, Antolini felt that if Atari had adopted his ideas in the first place, it might have been better.

After all, cowboys vs. robots, although it sounds a bit nonsense, is not completely unfeasible.

'Red Dead Redemption' is more realistic and serious. In this case, a bizarre story with cowboys vs. robots that also has so science fiction colors might attract players instead.

Of course, it definitely can't compare.

Because what 'Beautiful World' lacks is not just the story.

Antolini is also ashad of himself in terms of ga design.

As a well-known ga designer, he is quite open-minded.

And the various settings in 'Red Dead Redemption' have also inspired him a lot.

Especially the so-called open world concept made him amazed.

In 'Beautiful World,' he also added a lot of gaplay.

For example, mini-gas, hunting, and fishing.

But more of it was just added for the sake of adding this gaplay.

But 'Red Dead Redemption' showed him a completely different path.

That is, almost harsh real details.

He even felt that if you threw away all the outer shells of 'Red Dead Redemption,' and simply took out the fishing and hunting gaplay, it could beco a relatively good small-scale hunting simulation ga.

And this is only a part of 'Red Dead Redemption.'

Open world, directly create a world in the ga.

This design concept also amazed Antolini and countless industry designers.

Of course, he lost willingly.

But Atari suffered a heavy blow.

The sa type, the sa schedule, facing the impact of 'Red Dead Redemption,' this ti was even worse than before when facing 'Call of Duty: Modern Warfare,' it can be said that it was completely crushed.

It's like a toy car hitting a real car.

But compared to the Atari that suffered a heavy blow.

Nebula Gas was in a joyful atmosphere.

(End of this chapter)

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