Almighty Video Game Designer

Chapter 843 842-perfect infiltration by killing everyone
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Chapter 843 Chapter 842-perfect infiltration by killing everyone

The rich plot of Assassin's Creed: origin soon became one of the main topics of discussion among the players.

In Assassin's Creed: Origins, there were five major chapters and more than 120 main and side quests. In addition, there were more than a dozen ancient tomb exploration missions and all kinds of elements to collect, such as papyrus, stone rings, and synchronization points.

In terms of content, these side quests covered everything. They covered drama, horse racing, poetry, philosophy, peddlers, weapon forging, helping the townspeople, assassinations, and other aspects. It could be said that the numerous side quests were like a panoramic view of the life of the entire ancient Egypt, covering all fields and presenting a highly complete three-dimensional scroll.

Here, the lives of ancient Egypt people of various identities and professions were fully displayed before the players.

In the beginning, many players felt that these side quests were similar to mmorpgs. They were nothing more than running, looking for people, killing people, and collecting things. They were just to give the players something to do and forcibly extend the game time. However, as the story progressed, the players soon realized that this view was completely wrong.

In Assassin's Creed: Origins, the side quests were distributed in the towns that Bayek visited. Each town had different customs and practices, and the quests were different. The repetitive task of finding people in city A and City B. It had basically never appeared in origin.

Moreover, these side missions would also provide additional explanations to the main mission. If players completed the side mission before the main mission, they would obtain some clues or hidden clues about the main mission. Although it was not enough to rewrite the main story, it would make the players feel that the plot of the entire area was more reasonable and complete.

Many people were clearing Assassin's Creed: After 'origin', there would be an inexplicable sense of reality.

Logically speaking, two of the game's plot design factors were different from "realism." One was that there were many historical figures in the plot, such as Caesar, Egypt, Brutus, and so on. These were all famous historical figures, and there was a certain gap between them and the players. On the other hand, there were a lot of original plots in Assassin's Creed: Origins, such as the fragments of Eden, the ruins of the temple, the assassin organization, and other things that were not written in history.

However, why did it feel so real?

Many players understood after playing the game in-depth. This sense of reality mainly came from the perfect replication of ancient Egypt society.

From the stickers, background, architecture, clothing, to the clothing, behavior, and expressions of the characters, the origin of Assassin's Creed was carefully studied and strictly followed the historical information. Therefore, the Egypt in Assassin's Creed: Origins didn't give people the feeling of being "out of character." Countless details were mixed together, making it easy for people to immerse themselves in it.

The various rich and colorful side missions allowed baelik to go deep into that historical era and experience the lives of countless small figures.

For example, the husband who was "scammed", the vendor who sold fake goods, the blacksmith who was killed while forging the tank, the slum residents who broke out with a strange disease ...

Every small figure had suffered in this chaotic world. Some were saved by Bayek, while others died like grass. This was just like real life. In that chaotic world where people couldn't make ends meet, ordinary people couldn't control their own fate at all. They could only hope that an organization in the dark would uphold justice for them.

Therefore, the numerous side missions allowed the players to experience the daily life of the Egypt people more deeply, which also made the plot of the whole game more "down-to-earth" and diluted the "unreal" mentioned before.

Not only that, the two clues of daily life and historical lines intertwined with each other, giving the players the feeling that they were personally experiencing history. There was a close relationship between historical events and daily time. Each historical event would change the social environment of a certain area, making the players feel more personally experienced.

In addition, the high degree of immersion in the game also came from the clever restrictions of many rules.

For example, in other games, players often did things that were completely opposite of their characters. For example, he was clearly a hero filled with a sense of justice, but he just had to kill innocent people. He was clearly a benevolent Lord, but he had to torture his own people, etc.

Many players had this kind of hobby, which was to find this "sense of absurdity" in the virtual world. The most obvious characteristic of this behavior was that no matter what game it was, these people would try to attack civilians or slaughter villages. If the game had an invincibility mechanism for the NPCs, the players would complain that the game was not realistic at all. If the game allowed NPCs to be attacked, many players would definitely raise their swords ...

In Assassin's Creed, the players 'actions were perfectly restricted by the setting of "memory synchronization," and the basis for the setting was found. When players tried to use Bayek to attack villagers or cats on the side of the road, Bayek would say,""The Guardian does not kill innocent people/cats. They are sacred creatures. The Guardian should respect them." If the players were stubborn, they would directly lose synchronization.

This setting was equivalent to using a very clever rule to limit the players 'behavior. The players would unconsciously act according to Bayek's thoughts and personality. In the process of constantly "serving justice" as a Guardian, the players would gradually recognize this identity, and the sense of immersion would become stronger and stronger.

……

Different from other games, Assassin's Creed: Origins created many unique "trolls" among the players and became part of the game culture of Assassin's Creed.

"Chen Mo created a Grand ancient Egypt for the players to play. They can play better with camera mode, get a better photo experience with autopilot, and even take photos with sennu's Eagle Eye Drone ... And in this game, you can even become an assassin."

"The name of this game should be Berserker's Creed. Assassination? It didn't exist! He was reckless when he picked up the axe, and the guards also did the same! I've never played Dark Souls before, but after playing Berserker's Creed, I suddenly feel like I can play Dark Souls! Ke ke!"

"The ancient Egyptians were really cat slaves. I found that if you squatted down in front of a cat, Bayek would stroke the cat. It was amazing!"

"I think it's more appropriate to call this game Assassin's Creed. If I kill all the players, no one will know that I sneaked in, right? This is a perfect infiltration!"

"I think horse racing is the same. As long as I knock down the person who overtook me, I'll be in first place. This is a perfect horse race!"

"It's the same with borrowing a civilian's boat. It doesn't matter if it sinks. As long as there's no living person asking me to return it, it can't be considered as borrowing!"

"There's a very interesting thing. I went to do the 'Book of the Dead' mission, but when I returned three minutes later, the old man who was still alive and kicking was already dead! But this wasn't the worst part. The worst part was that I carried him to the grave, and then my mischievous mind exploded, so I threw his body into the water. Guess what happened? He had climbed out of the water by himself! After climbing up, he laid down on the spot and pretended to be a corpse. I almost peed my pants from laughing!"

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