Chapter 231 plot kill
The game continues, and after BIG BOSS escorted Paz and Kiko onto the plane, the score settlement and a cutscene came.
In "Metal Equipment: Aboriginal Point" and "Metal Equipment: Phantom Pain", Yang Chen did not use long shots and cutscenes.
Through the game, Yang Chen understands this very well, which is more about the interaction between players and stories, rather than sitting there watching the broadcast.
Long shots and cutscenes are used to narrate the plot, which is not much problem, but the key is how to make players not bored with this too long cutscene.
Excellent enough story and cutscene displays are important factors, but that's not enough.
Yang Chen’s decision in this regard is to increase the real-time calculation effects such as QTE and on-site substitution, laying the cause and final result, and combining the level design of the plot, let players decide how to do this process.
Of course, there is another more accurate description of this design arrangement, that is, the so-called plot killing.
Early games were all relatively rough plot killing, such as arranging a battle that would lose, making the characters controlled by the player very weak and the enemies are very powerful, so it is impossible to defeat them numerically.
Later, the game makers evolved, and through the plot and level design, let players know that it is not that they are not strong enough but that the enemy is too cunning, and the game design is no longer as simple as before, just to make the enemy brainless and strong.
In the game, Yang Chen clearly understands that it is not suitable for adding too many long shots.
From the narrative of the plot, if the player is really immersed in it, then this overall feeling and the long shot of the camera will be enjoyable.
But for some players with faster pace, it is obvious that watching it once or twice at the beginning will make them feel like "darling, awesome" and "darling, Tianxiu".
But if you don’t pass a level, you will be waiting for such a long shot. Even after a few minutes of speed pass in some levels, the plot will take longer than the game, which is definitely a very devastating thing.
After all, this is still a game. Even if it combines the elements of a movie with a game, first of all, this is still a game, not a movie.
In the cutscenes in the game, Yang Chen tried his best to compress it in time, and all places were also used by players to blur it for too long in the game experience. Although it would cause some sense of experience tearing, this is the best solution that Yang Chen can think of at present.
Yuan Ying, who was sitting in front of the computer, watched the game scene sink into darkness. She sneaked into the enemy's camp and rescued Paz and Kiko. Although he read the file many times in the middle, he also changed from a confident reckless man to a cautious agent, but it took only more than half an hour.
He also has some understanding of this game, but he always feels that it is less flavorful. For example, some content revealed by Yang Chen at the press conference and in his daily official blog did not reflect much in the trial version of this prologue.
Although it is interesting to control the soldiers and then hit a set of CQC combos, or to question and interrogate and look at them in fear.
But it feels really uncomfortable to break into the enemy camp alone and be beaten by a large group of enemies. They are all beaten into sieve hornets’ nests!
With this thought, Yuan Ying turned her attention to the ongoing cutscenes. To be honest, he was quite curious about the plot of the game.
Although he had already introduced a general idea through subtitles and narration at the beginning of the game, he still wanted to have a deeper understanding.
Paz, whose belly was sewn with needles and thread, was lying sleepy on the stretcher truck. Kiko next to her suddenly seemed to notice something that put his hand on Paz's belly and began to nervous: "snake! Snake!"
BIG BOSS, who was sitting silently on the chair, turned her head and seemed to realize it.
"Medical Soldier!"
The medical soldier who could not see his face came to Paz and put his hands on his stomach to grop.
"Damn it, she was passive, we were plotted!"
"We have to take it out. There is no time to anesthetize, so we must start surgery immediately!" The medical soldier said, wearing white disinfection gloves.
"Press her..." After a second of silence, BIG BOSS said to Kiko.
At the same time, the medic takes out the scalpel with a forceps, and the close-up of the lens is transferred to the belly of the Paz suture.
Yuan Ying, who saw this scene, suddenly shook his body, and a row of small bumps appeared on his arms unconsciously. He subconsciously touched his stomach and seemed to have foreseeed something.
The scalpel cut the suture thread again, and the medical soldier used tweezers to separate his belly, revealing the blood-stained intestines inside. As Paz struggled and screamed, BIG BOSS put his hands into her stomach and took out a square bomb.
Yuan Ying, who looked at the whole scene, couldn't help swallowing. It hurts so much!
The plot continues, throwing the bomb into the sea, and the helicopter takes BIG BOSS and returns to the base, but what he sees is war.
Explosions, fire, gunfire, and the base has fallen.
"Look, Commander Miller!"
The camera switches, explodes and dumps the base, and countless soldiers who are resisting.
The viewing angle lens slowly switched, and finally Yuan Ying found that she could control the BIG BOSS and fired.
This is a plot that players can participate in. Of course, the ending cannot be changed, which is the so-called plot killing.
Compared to the original shocking one-shot long shot, Yang Chen chose to regard the plot of the battle conflict as part of the gameplay.
The main reason is that the use of long shots in the original Dream Memory is to better allow players to see how the entire base was destroyed and fell.
The main reason for this is that the game itself has the foundation of the previous work, and all the bases were built slowly by the players in the previous work.
This sense of identity will aggravate the players' immersion to a greater extent, and the long shots of cutscenes can undoubtedly bring this immersion to the extreme at a glance.
But for players who have never played the previous game, it is not that shocking, and they cannot feel that kind of experience.
So after Yang Chen thought about it, he decided to make this part of the plot a part that players can experience, and add new characters and plots.
Chapter completed!