Celadon Mall is definitely an unprecedented challenger. Everyone at Longyou International could only watch helplessly as the e-commerce platform was gradually being prepared. Their spirits were tense, and everyone was watching Wang Fuli's every move, ready to take action at any time. "The king lives up to his expectations" The chairman of Longyou International put a business magazine on the table. The cover of the magazine was a color photo of Wang Fuli. In the past, when he met opponents, he would put photos of those opponents on the table to remind himself. Now that he has taken out the picture of Wang Buhua, it shows that he has determined that Wang Buhua has become a serious problem for Longyou International. by a large group with an annual turnover of more than 20 billion yuan, it is regarded as a king who is suffering from a major confidant, but he is not conscious. He was wearing a big vest and was sweating profusely while weighing pots in the kitchen. While cooking, Wang Fulian was thinking about the main story of "The Beautiful Country". His focus has shifted to new games. He only needs to pay attention to the construction of Celadon Mall every day. Unlike the gaming industry, which is still restricted, no one can hinder the explosive development of e-commerce. Wang is confident and does not need to spend more energy. Wang Fuhua¡¯s main business is still gaming. "Beautiful Country" has already started modeling scenes and characters. Wang Fulai must make the final design for the game in these days. But the problem is that Wang Fulai now has as many as five plans for "Juese Jiangshan". Every plan is a "masterpiece like". This is different from improvised games such as "Air Combat Vanguard". Wang Fulai has been thinking about how to make "Jiangshan Jiangshan" for a long time. his thoughts. It is also easy to be influenced by various epoch-making masterpieces. After playing "Deus Ex 3: Human Revolution", Wang Fulai thought, how about making a stealth game? The game is more difficult and requires players to pay attention to various details in the game, which makes it very immersive. Now that I have played "The Elder Scrolls 5" again, I have lived up to my expectations and decided to make a game with a high degree of freedom. Treating the fantasy world as a second life and treating the protagonist as another self, players are presented with not only a game, but also a journey that they will never forget. I have played "BioShock 2". Wang Fulian wanted to make a game with a strong artistic atmosphere. Add a variety of metaphors to shock players' hearts. There are also "Red Dead Redemption", "The Last Survivor" These masterpieces have all had an impact on Wang Fuhuai. This caused him to waver in the direction of "Beautiful Country". The difficulty lies here. There are several different styles, which one should you choose? It will be decided in the next few days. Otherwise, no one knows what the game should be like. How to do it? These past few days. Wang Fuli summarized all his previous thoughts. He had to figure it out himself first. What kind of game do you want to play in "Jeong Shan Jiang Shan"? At least one thing is certain. The final "Beautiful Country" should not be a story that is thoughtlessly wrapped in the shell of a future masterpiece. It's easy to do that though. But this does not help Wang live up to his ability to improve himself. In the past, Wang Fulian would first come up with a template game, replace the content with his own, and then add some novel fun points to it. This is true from "My Resistance Against Japan" to "Air Combat Pioneer". But this is knowing what is happening but not knowing why, and it cannot really make Wang live up to his progress. Wang Fuli wants to change his approach this time. Make the most appropriate game design based on the content. Those masterpieces in memory should be used as a reference for gameplay, not as a template. At the same time, this is also an opportunity to summarize and organize. Through "Beautiful Country", the content that Wang lived up to most, he was able to take out all the various play points in his head and make an evaluation. Pick out the various elements that work best together. Finished eating. The two little girls were preparing for the exam in Xia Ci's room, while Wang Fulong was looking at his laptop in his room. Look repeatedly at those things that you have thought about, been excited about, and recorded with excitement. Looking at it, he naturally remembered the memories of the past, and Wang Fuli couldn't help but laugh. The type of game he determined was open world. But it cannot be like "The Elder Scrolls 5" where there are a lot of scenes that have nothing to do with the main line. The main plot plus side plots should fill 80% of the map. In order to prevent the game from becoming lengthy, most of these plots exist to enrich the world view. The core part of the game is combat. Wang paid a lot of thought to this part and also evaluated battles in other games. Combat in role-playing games can usually only be done very simply. Because whether it is turn-based or real-time, you can only attack once. Players will naturally choose the least labor-intensive or most powerful attack skill. The battle process quickly loses its fun and becomes about killing monsters and getting rewards.Just go through the motions. Combat in action games is different from role-playing games. To release gorgeous skills, players need to have excellent ability to rub moves. This may have a player base abroad, but for domestic players, action games are too difficult to play and the learning threshold is too high. After thinking about many games, Wang Fulai planned to divide the battles in "Jeoushe Jiangshan" into two categories. Normal attack is one of them. The combat method is similar to that of ordinary American RPG games. Similar to the combat in Rise, slowly slashing with one knife after another. Normal attacks can be upgraded, and the upgrade direction is like that in "Dynasty Warriors". As the game progresses, normal attacks will gradually become very flashy. The other is for players to release skills, which are similar to "customizable movie clips". In "Strange Rivers and Mountains", you will do a lot of gorgeous skills. Celadon Technology has an excellent combat designer, Moti, who is constantly coming up with all kinds of amazing action and visual creativity. It would be a pity not to give full play to his talents. How are these skills released? According to Wang Fulian's idea, it is neither the traditional left and right buttons each bound to a skill, nor the button-bashing type. "Customizable movie clips" means that when the player wants to release a skill, he presses a button, the game pauses, and a custom skill release box pops up. During the pause time, players can combine the skills to be released by themselves. After combining them, resume the game and release them all at once. Players feel like watching a movie, watching the game characters perform gorgeous combination attacks in the next few seconds. The protagonist¡¯s pause time ability replaces the concept of ¡°mana¡± in general role-playing games. As the core ability of the game protagonist, it is natural that it needs to be gradually upgraded as the game progresses. From the beginning, you can only release two or three skills at a time, and then you can combine more than a dozen skills at once, and you can use this ability more and more frequently. This ability of the game protagonist can not only be used to defeat bosses or elite monsters. In addition to powerful single-target attacks, skills also include range attacks, sprint skills, etc. When designing the skill set, players can deeply customize the next series of attacks. Take the sprint skill as an example. The direction and distance of the sprint can be set by yourself. When facing a group of mobs, the player can combine a skill set of dashing left and right. First, release a range attack in one place, use the big move to kill a group of mobs instantly, and then rush to another place to kill another group of mobs instantly. Strange. This gameplay was not created out of thin air by Wang Fuli. There are variations on many games. For example, in current domestic RPG games, in order to reduce the difficulty of the game, there is an "automatic battle" setting. Players can hold their hands and watch the game protagonist constantly use automatic attacks to kill monsters. In real-time strategy games, there is also a gameplay method of "holding back a large number of soldiers, then framing them and pointing them to attack, and then just watch the show." Compared with the common fighting methods of "clicking the mouse", "pressing a few numeric keys" or "rubbing the handle", the fighting method that Wang Fuhua intends to use in "Jeoushe Jiangshan" neither lacks operations nor lacks visual effects. Normal attack is the normal gameplay. The gameplay of casting skills just separates the operation and vision. Complete all the operations first, and then see all the visual effects at once. After the battle, you can still get battle rewards, which does not change the nature of the game of "instant feedback". Depending on the enemies you face and the player¡¯s own preferences, different types of skills can be paired together. While enriching the combat content, it also lowers the threshold for players to get started. Press a button to pause the game and customize skills. Anyone can operate this. Wang Fulai recorded this idea on his laptop and prepared it as a formal game design. The design written on paper is too big to be transformed. Wang had to create a detailed picture in his mind. The more detailed it is, the better. The more detailed it is, the better he can tell his employees the details of each task and then use the program to implement it. He is based on "The Elder Scrolls 5". At the beginning of the ordinary battle in "Jeusejiangshan", it is very common to "left-click the mouse to attack, and right-click to view the weapon selection, which can use the secondary weapon to attack, block, or aim the bow and arrow, etc." As the game is upgraded, it will change according to the player's choices, but it is still very mindless and boring. When killing an enemy in "The Elder Scrolls 5", there is a chance that the killing effect will be triggered. The camera is from a third-person perspective and cannot be operated by the player, watching the protagonist kill the enemy. This kind of movie-level clip is somewhat similar to the combat gameplay when the skill is released. Turn this inoperable kill effect into a customizable screen. "Random""Development" becomes "player controllable". After the player configures and sets various skills, he starts to play the screen of the skill group according to the player's choice. With sound effects, movements, camera shaking, light and shadow, bloody The effect is to amplify the visual stimulation of those few seconds as much as possible. The essence of a movie is often only a few dozen seconds. Although the current game cannot be compared with the movie in terms of presentation, it is. It is much more free than a movie. Players only need to wait for a short period of time to let the protagonist of the game act according to his own ideas, which will of course be very shocking. (To be continued)