The R & D of Assassin's Creed: origin is going on smoothly, and some changes to the VR version are basically OK.

As for the loading problem that many people are worried about, Chen Mo adopted a relatively compromise design scheme in the assassin's Creed: origin.

The assassin's Creed: origin will be the open world, and only the open world. Because linear game can't show the whole vast ancient Egypt, there is no way to talk about those wonderful regional tasks.

However, the open world will inevitably encounter a problem, that is, how to deal with the loading of resources.

"Mysterious sea area" level images have basically excavated the performance of the VR game cabin to the extreme, and this is still on the premise of concentrating the performance of the VR game cabin to deal with only a small part of the scene. If you want to make an open world, you must allow players to choose any route to explore. It is impossible to plan playful home route in advance.

Therefore, the VR version of Assassin's Creed: origin adopts the seamless map approach, that is, the big map is divided into many small pieces, and when the player reaches a small piece, the surrounding small pieces are preloaded.

However, just this level of "seamless map" and some other games have been done, still can not guarantee 100% elimination of the loading bar. So there are other ways to do it.

For example, in some specific area nodes, like the mysterious sea area, the loading bar can be covered by a passing animation or specific actions to quickly read the area resources around the protagonist while loading.

The other is to plan the main flow of players more rigorously. At the same time, through the analysis of artificial intelligence system and big data, according to the behavior habits of players, we can infer their next route, and pre load the resources of players' next behavior target with tasks or activities as the direction.

In other words, if the system judges that the player has a high probability to complete task a next, it will preload the resources related to task a in advance to make the player play more smoothly.

This situation is mainly used in the following scenarios: for example, when a player receives a task hundreds of meters away, and he happens to have a transmission point at that location, most players will choose to transmit it. According to the normal settings, such a long-distance transmission will inevitably lead to loading, but if the system can predict in advance that it will transmit, then it can load the resources near the transmission point in advance, so as to eliminate or greatly shorten the loading time. Maybe it's just a shot that the eagle flies through the sky and completes the loading.

Or, the player dies when completing the task, and the revival point is hundreds of meters away. At this time, it will also be loaded. If the resources of the revival point are still saved in the system, the loading time can also be saved.

Through these methods, "Assassin's Creed: Origin" can eliminate most of the loading and give players a very consistent game experience. At least the first time, most players are not aware that the game is still loading.

Of course, players may also have unexpected thoughts, and want to transfer to another place across several kilometers. Then it's inevitable that loading will happen. Chen Mo is not a God, and he can't do anything about this technical problem.

However, Chen Mo, like the original work of Assassin's Creed: origin, has arranged a cool loading space for players. When players are loading, they can run around in the virtual space of animus instead of watching the progress bar and doing nothing. They can try their own various attack actions. There are also some virtual Dummies for players to practice and let them practice It will not be too boring in the long-term loading process.

In addition, Chen Mo has also made some optimization on the level and main task of assassin creed: origin.

In the original work, the difficulty setting and task line arrangement are not particularly reasonable. One of the most significant problems is that many people can feel that the main task is too loose. Playing makes them confused and don't know what to do.

Because in the original, even in the simple difficulty level suppression is very serious. If players challenge monsters beyond their level, even if their skills are good, it will be very difficult to fight because of the numerical design.

Therefore, players have a dilemma: if they only do mainline tasks, because of lack of experience and level promotion, the demand level of mainline tasks will soon be much higher than the current level of players, and the tasks will be very laborious and even completely stuck.

If every time the player goes to a place and finishes the main line task, he will go to the branch line task, which is really very difficult, and the experience is enough, but in this way, it will dilute the main line plot.

It's clear that the last task just killed a member of ancient Wei Xu, but the next task is to find the drunk husband or the missing baby, or even find the stolen horse of the merchant

When the branch line task is finished, players will look back and think about what to do with the next main line task? It's all forgotten.This mixed game process of mainline task and branch task will seriously dilute the mainline process, making many players feel at a loss when playing: what should I do now? The main task level is not enough, and I don't want to do the branch task.

In fact, this level of repression is completely unnecessary. Many players choose simple difficulty just to pass the plot quickly. As a result, this task process is quite artificial.

Moreover, it is also unreasonable in terms of setting the background. Bayek is a well-trained fighter. He should be true to everyone, but why does he keep upgrading? It's unreasonable that we can't defeat some powerful enemies without upgrading.

You know, bayek is not a budding prince. It is true that he can only promote the plot by upgrading all the way

Therefore, Chen Mo chooses to use dynamic level, and enemies refreshing the whole picture will dynamically adjust according to the current level of the player. In this way, players can choose to push the main line task all the way to customs clearance, and then turn around to slowly clear the branch line task; or they can do the main line and branch line together.

In this way, different players can choose different ways to experience the plot, not bound by the level, and can better experience the fun of "Egypt Tourism Simulator".

And it's more scientific in terms of people. I am such a loser. Why should I be hanged by you NPCs at a low level?

Of course, the original upgrade and skill system still needs to be preserved, and players will continue to encounter stronger challenges in the process of the game to ensure the intensity of the later stage of the game. But the challenge is more technical than numerical.