Chapter 871 Linear game or open world?
In the first half of this year, it was not just the Assassin's Creed series that shone in the global game market.
Of course, Assassin's Creed: Origins and Assassin's Creed: Apocalypse are undoubtedly one of the best games released in the same period, but it does not mean that they can completely crush other games of the same period.
It can only be said that the "Assassin's Creed" series has become an iconic game IP with its moving plot, exquisite historical background, rich cultural heritage and unique combat system, but it has not been perfect in all aspects.
It is precisely because of this that tgn gave "Assassin's Creed" a score of 9.3, which is an excellent work.
Before the release of Assassin's Creed, a VR game called "Voyager" scored 8.8 points. Half a month after the release of Assassin's Creed: Apocalypse, a game called "Lost Fleet" came out and also received a high score of 9.3 points on TGN.
The strong appearance of this game seems to be announcing to the world: The era of Serent's rule? It's still far away!
Indeed, the popularity of Thunder Interactive Entertainment and Chen Mo has been too popular in the past two years, especially the emergence of a series of classic IPs has made many foreign manufacturers feel a little overwhelmed, and players even sighed that "the times have changed."
However, the game industry is not a zero-sum game after all. When everyone can make good games, I will make money even if you make money. You won’t beat me up just because your game is 0.1 points higher than me.
As long as you really work hard to make games and truly adapt to market demand, every game designer will achieve success, which is nothing more than a matter of sooner or later, more or less.
"Lost Fleet" is a science fiction-background FPS game that tells the story of a small Starfleet who has to go through adventures in the sinister cosmic environment in the future due to an accident.
In this process, players will experience the warmth of human nature and the cruelty of the laws of the universe in desperate situations, experience the treacherous cosmic adventures, fight with terrifying cosmic creatures, and experience the infinite loneliness of wandering in the universe. When they finally return to Earth, many players will cry like wanderers who have been wandering for many years.
In terms of influence and topicality, this game is not as good as "Assassin's Creed", but it is obviously an excellent work in terms of artistic and gameplay, so it also received a high score of 9.3 points.
Moreover, due to the popularity of this game, the sales of novels with the same name have also increased steadily, and the shooting of movies with the same name is already underway.
For players, "Lost Fleet" creates a very real cosmic environment (or it seems very real, after all, the current technology is not enough to support humans in space navigation), which fully reflects the loneliness and despair of humans wandering in the universe. It is mixed with passionate spaceship driving and gun battle scenes. From all aspects, this work has received a 9.3-point evaluation without any reputation.
However, everyone's discussion of "The Lost Fleet" is not limited to the game itself, but has expanded to a larger aspect.
For example...the development direction of the game industry.
This situation occurs mainly because the two works with excellent ratings in the first half of the year, "Traveler" and "Lost Fleet", are both linear games.
In other words, both games abandon the concept of open world and follow the path of "game movieization".
As for why... we have to start with Chen Mo's "The Uncharted Sea" last year.
Before "Unknown Seas", the mainstream VR game masterpieces in the world basically worked towards the open world, and many people even felt that not doing an open world would be like lagging behind the times.
The reason is very simple. The open world approach has an immediate effect on extending players' gaming time, and at the same time, it can make your game appear "rich in content" and "high-value".
In fact, many open-world games are not necessarily better than linear games, and many poorly made open-world games often have their own shapes. For example, adding a large number of collectible elements, repeated gameplay, high-level props that strictly control numerical values, etc.
Players will actually feel bored after playing this kind of open world for a while. It’s nothing more than running on the map, it’s nothing more than just brushing it.
But I have to say that the effect is indeed immediate. Players like to collect achievements and trophys. Although this numerical stimulation is simple and crude, it is very effective.
Therefore, many international game manufacturers are addicted to the concept of open world and cannot extricate themselves.
However, the emergence of "Underworld" changed this point. Through various factors such as exquisite process design, high-performance art effects, meticulous game scripts, "Underworld" has successfully conquered a large number of players as a linear game, almost instantly defeating most open-world games of the same period.
The emergence of "The Doomsday of the United States" has even added fuel to the fire. Obviously, the most suitable way to do a game like "The Doomsday of the United States" is to make a linear game. If it is an open world, it will ruin this classic.
"America Doomsday" won the best game of the year also made many designers start to reflect, is it definitely good to have an open world?
"Voyager" and "Lost Fleet" are the result of this reflection. Many designers no longer blindly believe in the concept of an open world, but instead turn to linear games, using beautiful stories and exquisite rhythm control to firmly grasp the hearts of players.
It has to be said that although the open world is good, it is uncontrollable. On the other hand, as long as there is a good script and the game merchants carefully polish it, they can almost certainly create a game with excellent ratings.
Not to mention whether the sales are good or not, the game media's ratings will definitely not be bad.
If the rating is not bad, promote it well and cater to the market taste appropriately, and the sales volume will not be bad.
"Voyager" and "Lost Fleet" are the works that came into being under such an opportunity, and facts have proved that linear game is indeed good to do.
This has caused many designers and players to discuss. The core question is: With the current technical level, is it not enough to make the open world the best? Is it better for this stage, linear game is the better choice?
Of course, there are also some good open-world games in parallel worlds, but compared to the total number of open-world games, it is a minority. In other words, if the parallel world games are done well, it will be a classic, but most games cannot be done well.
Chapter completed!