Almighty Game Designer (Almighty Video Game Designer)

Chapter 981: Interlaced plot line (small spoilers) (t

In Marcus's plot line, players have to shoulder the responsibility of a leader to fight for the future of all bionics.

Marcus gradually gained the trust of bionics in his actions, but he also faced choices again and again.

When stealing blue blood and parts, the bionics working in the factory would ask Marcus to take him away. If you choose to take him away, then he will not only provide a clue to more parts, but also save Marcus in the follow-up story.

In addition, Marcus has to make a lot of choices as a leader. For example, in the chapter of "Free Scream", Marcus wants to lead the bionics to capture the TV building and speak to all human beings, but to capture the studio. When a staff member ran out, Marcus could choose to kill or not kill. If you don't kill, the guards will arrive faster and put everyone in danger; but if they are killed, it will cause the public opinion of the whole society to fall, affecting the choice of the route.

Marcus can choose to use force to launch a full-scale war with humans and compete for the right to occupy Detroit. He can also choose a peaceful route and use human love to influence humanity. Although the process is relatively wrong, it is the easiest route to achieve full life. You can even choose to detonate the dirty bombs, fill the entire Detroit with radiation, and let humans withdraw...

The same is true for Kathy’s choice. After Alice escapes, he needs to find a place to spend the night. You can choose to steal money/grab money and stay overnight at the hotel. You can choose to stay in an abandoned house with unusual bionics, or you can go to the house. Overnight in an abandoned car, choose different locations to start different plots, comfortable places are more dangerous, and stealing money, stealing things and sleeping uncomfortable will cause Alice's good feelings to drop...

In the final part of the plot, the fate of these three protagonists will be intertwined, and the choice of a certain protagonist will directly affect the ending of other protagonists.

For example, Connor's becoming an abnormal bionic is a key choice for a full-fledged outcome, and choosing to continue to do the machine almost inevitably leads to the death of other characters; and when Cathy and Alice sneak into Canada, Marcus chooses peace. Route, then they can pass safely, but if Marcus chooses the war route, then you must sacrifice a bionic person to make Alice sneak into success, or simply lead to the end of the group.

In so many complicated plot choices, it can be said that at least 30% of the choices are buried, and many seemingly correct choices actually lead to very serious consequences, and even completely destroy the final outcome. For the average player, it’s just a matter of choosing what you think, but for the anchors, it’s very boring...

In particular, some sister anchors, sometimes because of the soft heart, often choose some relatively "indecisive" options, and sometimes because of the wrong choice and choose cold options, the results of how to choose, the barrage will drift over a bunch of question marks, and even There are still many viewers who open their mouths and even start to question the three views of the anchor.

Although there is no such thing as a "perfect ending" in this game, every ending has its truth, but it is clear that the audience still wants to see the whole event, and in the face of different choices, many viewers and anchors The choice is not the same, it is very easy to tear.

There was a sister anchor who even cried to the squirt by the barrage. I checked the night's Raiders overnight and played the game from the beginning the next day...

There is also an anchor playing Connor's plot line, each story has Conner to play dead, just started to talk about the collapse of the gun, the interrogation of the abnormal bionics were shot, chasing the card and chasing the highway was hit When he died and chased the roof when he was beaten to death, and Hank’s relationship was in a state of hostility, he provoked Hank and led Hank to shoot him...

The audience of the barrage are laughing crazy. From the first generation to the fifth generation, Connor is going out to die, and every time he dies, there will be a new Connor appearance, and the headquarters of the model-controlled life will have a Connor. The tombstone, this anchor has also been dubbed by the audience as "automatic renewal of the anchor" and "air man anchor"...

Although this thing sounds funny, it also shows that Detroit: Changing People is an interactive movie game that brings enough emotional resonance to the players and makes them really immersed in the story. in.

"Detroit: Changing People" is very clever. He chose three bionics as the protagonists to observe the human world from the perspective of the bionics, thus creating a misplaced understanding that allows the players to cope with the bionics. Behavior produces empathy.

In the game, the bionics played by the player suffered a lot of bullying and insults, such as Todd's domestic violence against Kathy, and Marcus being provocatively challenged when buying pigments. When Marcus made a free cry on TV, the first reaction of human society was not to pay attention to the demands of the bionics, but to immediately organize the army to eliminate the threat of the bionics.

The next-generation vr technology of the matrix game compartment allows players to feel more empathetic. The anger, depression, and desperate emotions encourage players to stand in the same position as the protagonist and make their own choices.

Many players even stood up to the position of the bionics, and even finally deliberately detonated the dirty bombs to make Detroit full of nuclear radiation, fighting for freedom for the bionics. Excellent character settings and plot design allow players to better immerse themselves in the game, maximizing the power of the matrix game compartment.

At this stage, the players' exploration of the ending of Detroit: Changing People is far from complete. Most players only have one or two endings, and few have reached the end of the whole game.

There is a plot line in Detroit: Changing People. Players can re-experience the storyline to collect more endings and clues until they reach their desired ending. On the one hand, this is to let the players experience the story in all directions and from multiple angles, and to clarify the relationship between the characters. Another important reason is that... let the players have more livers.

After all, this game is only available on the matrix game console. If the players are tired after playing for a few hours, it is very embarrassing.

I have to say that "Detroit: Changing People" did spark a rush, quickly occupying major live websites and video sites. Especially with the help of the "movie perspective", the game's viewing performance has been greatly improved. Many players are watching the story of the game with the mentality of watching movies. Although they can't afford or can't buy the matrix game cabin, But this does not affect the love of the game for cloud players.