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Now reading: Chapter 447 - 447 from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

So, Boss Lucas, are we also going to make a ga with a dieval the?" Anna asked, quickly realizing sothing after hearing Lucas's words.

Everyone was aware of so recent news in the ga industry.

Isn't the Renaissance period the late Middle Ages?

"No, we are going to show the feeling of history," Lucas said, shaking his head with a smile.

The dieval the is actually very broad.

Because there isn't a clear standard.

Gas with a tiline set in the Middle Ages are called dieval-thed gas.

The Crusades, lords, and knights are also dieval-thed gas.

Stories about the Black Death can also be called dieval-thed gas.

The reason these gas are called dieval gas is mainly because they focus on this particular topic.

But "Assassin's Creed" is different. From ancient tis to the present, you could say that "Assassin's Creed" tells a story of history, not just being limited to the Middle Ages.

"Alright, we'll discuss the specifics when we get back. In the anti, follow the itinerary and try to feel and imagine what the Apennine Peninsula was like during the Renaissance," Lucas said, looking at everyone.

Back in his hotel room, Lucas opened his laptop and started writing down the core content of "Assassin's Creed".

Lucas has a lot to do with the Ezio trilogy and Altair's story.

There's nothing wrong with the plot. Actually, Altair's and Ezio's stories can be considered the best in the series.

As for the order, Lucas decided to let players experience Ezio's story first, and Altair's story will be unlocked as hidden content after beating the ga.

The main reason for not releasing Altair first is that Altair's story is too short.

It would inevitably create a disconnect with Ezio's story later on.

Because unlike the previous two gas which were released a year apart, Lucas will definitely make it so that players can experience it seamlessly, and this would create a sense of discontinuity due to the change of main characters.

Of course, there is also a very important reason, which is that Altair's ending is a little bit unfriendly.

Because of this, Lucas was a little worried that the players' feelings would be a bit too intense.

So, putting Altair's story at the end is a more appropriate choice.

In addition, there are also so gaplay and content settings that need to be dealt with.

For this ga, Lucas is not going to make it into the later RPG mode.

Instead, he will keep the action-oriented gaplay of the original Assassin's Creed series.

Of course, the action system still needs to be changed.

After all, these two gas are relatively old in terms of tiline, and many of the settings are not outstanding when viewed from today's perspective.

First of all, Altair definitely can't dissolve in water anymore, and secondly, there's the ga's world itself.

Actually, the early "Assassin's Creed" and "Assassin's Creed 2", or rather, the Assassin's Creed gas before Black Flag, were trying to imitate Rockstar's non-RPG style.

Therefore, all players who have played Ezio's story can clearly feel that the main storyline is closely linked.

So, for the gaplay settings, Lucas will adopt a more early ACT-style gaplay.

Of course, there will also be so content optimizations.

Because "Assassin's Creed 2" actually has many awkward and unreasonable designs.

The chain kill system that was only added in Brotherhood, and the Hidden Blade in the first ga that could only assassinate and not parry, Lucas will improve these to make the action system smoother.

The missions will also use the more free mode of the later "Assassin's Creed" gas. When assassinating targets in the main storyline, players will be guided to use more scientific assassination thods, but it doesn't matter if players don't choose to do so. It won't be considered a failure if you don't follow the mission's instructions and get discovered.

If discovered, enemy reinforcents will increase, assassination will beco difficult, and the target may even escape and cause failure.

Who says assassins must always be sneaky?

Refer to Ubisoft's novels, comics, and trailers.

In the Brotherhood's trailer, a group of assassins jumped directly from the city walls and started killing the Templar guards.

Are you kidding !

Many old Assassin's Creed players in the previous life said that there were no more Assassin's Creed gas after Ezio, but in fact, players did a lot of "one-man army" stuff in the Ezio trilogy.

In the Brotherhood storyline where you had to cover Caterina's retreat, although it wasn't as crazy as Connor's battle with 300 Bostonians in AC3, Ezio was also killing like crazy, with a pile of corpses everywhere.

So, the idea of a white-robed assassin hiding in the darkness and leaving without a trace after an assassination is all made up by the players themselves.

In fact, the assassins in Ubisoft's hands have never just hidden in the shadows.

As long as the situation allows, killing all the witnesses is also a perfect assassination.

Secondly, there are more content optimizations, but these are based on the technical level.

For example, in Ezio's story, players often accelerate, bump into people, and fall, and these are technical issues.

Secondly, there are the missions.

The Ezio story is actually okay, but the Altair story is actually filled with most of the boring and uninteresting Ubisoft-style missions.

Ubisoft's formulaic open world was constantly criticized by players in the previous life.

But actually, what players are complaining about isn't the formula itself.

But actually, what players hate is the optional side content.

Accepting a mission, and clearing out a place of monsters.

It looks like a simple cycle of going to a place, talking to soone, finding a clue, killing a monster, and then going back to turn in the mission, but gas like "Red Dead Redemption" and "The Witcher 3" in the previous life, if you look closely, the side content and the main storyline are actually the sa three-point-and-line setup in terms of gaplay.

Go to a place, talk to soone, then find a clue, kill a monster, and then go back to turn in the mission.

But the difference is that the side storylines in these gas aren't the kind of "I have a letter for you to take to XX in XX place," and then there's no content.

Each storyline is a separate story, and can even affect the main storyline.

And the most criticized aspect of Ubisoft's formula is that these missions are optional, the plot isn't outstanding, and even the rewards given are useless.

......

During Lucas and his team's location scouting trip.

Zeus and FOW also announced news of their new ga for the first ti.

The ti and setting are set at the ti of the Third Crusade, and players will play as an ordinary villager.

During the war, their family and ho are all lost, so this ordinary villager decides to join the rebels to fight for the future.

In addition to the setting, so simple ga graphics were also announced, which were very exciting and surprising for players.

Especially so old FOW fans were moved to tears.

This also attracted many casual players.

Until Nebula Gas updated a clip on the CosmosVR platform, it directly surprised many players.

What's going on!?

Didn't Boss Lucas go on vacation?

---

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