Chapter 330 Multiplayer Horror Ga, Be Quiet!
“Many horror movies made use of ghosts, monsters, and mutations. The visual impact of these was very powerful, but there existed another kind of horror movies that contained only ordinary people. The horrific effects are normally more outstanding.
“To put it plainly, horror is an emotion. There’s no need to obsess over ghosts, monsters, or mutated living beings to make a strong visual impact.
“Take our company as an example. We just had to close the curtains and imrse everyone in the atmosphere of horror. A single scream was enough to make us all feel terrified.
“That’s why the atmosphere is the most important. The human heart can be scarier than ghosts and monsters at tis. That’s the most important point.
“If we can recreate the sa feeling that we felt in the office in the ga, wouldn’t the ga be just as scary?”.
Wang Xiaobin strongly agreed with this observation. “That’s right, that’s right. I wanted to say the sa thing.
“How about this? We’ll set a scary scene in the ga and then throw all the players in, so that the fear can ‘infect others’ and ‘spread’. It’ll be just like what happened in our office.”
Ye Zhizhou continued, “In other words, our ga will not induce fear by creating images of ghosts and monsters. Instead, it will induce fear using the malice of other gars, the continually-expanding atmosphere of horror, and the surroundings. “Once the fear spreads, players might start fighting
“We cannot expect them to fully cooperate with one another. Otherwise, it would feel like a walk in the park for them because there’s strength in numbers. It’ll not be sufficiently challenging, and we would achieve the opposite of what we hope to.
“We have to cause infighting and conflict amongst players, so that they can scare one another. It would be precisely these unexpected threats and dangers that would generate fear, right?
“As for how the gars would fight… Boss Pei had already revealed it to us: the weapon system!”
Ye Zhizhou looked at the third point that Boss Pei had emphasized. “The strongest weapon would be a pistol. Since everyone in the ga is an ordinary person, and there would not be any ghosts or monsters, there would be no need for particularly powerful weapons. Those would only cause an imbalance in the players’ battles with one another.
“Other weapons could include daggers, stones, and anything that could hurt-but not kill-an ordinary person.” As both of them discussed the ga, they took down notes.
Lin Wan found an appropriate ti to interject. “There’s a hidden design in these instructions. Boss Pei did not reveal it to us explicitly, but the design seed obvious as you were discussing the ga. “The fact that fear is to spread among players ans that most players should be ‘innocents’ in the beginning. Yet, the fact that they have to fight later on ans that a portion of the players would beco ‘assailants’.
“What would cause the change?”
Ye Zhizhou frowned as he thought deeply. “I rember Boss Pei saying that… the ga should contain insane people at most?”
Lin Wan nodded. “That’s right, insane people! The assailants should be people who are ntally ill—in other words, lunatics.
“I think we can include the concept of a ‘ntal health ter’, which already exists in many other gas. That’s also known as a sanity ter. The elents in the surroundings will pile on the ntal stress on players. Once they hit a certain value, the players would beco insane. Then, they would beco assailants, whose primary aim would be to kill the ordinary players.”
As Wang Xiaobin noted these details down, he nodded. “Indeed. Now that we’ve talked it out, everything looks much clearer. “We’re just lacking the finer details.
“For example… many people will be playing this web-based ga. Should we add a voice chat function to allow players to communicate while playing the ga?
“If we allow players to communicate while playing the ga, they might engage in a string of la behaviors and reduce the ga’s horror effect. They could also use the voice chat function to discuss how to play tricks on others, find loopholes in the ga, and make it less fun overall.
“Yet, if we don’t allow players to communicate… it might feel less interesting. Players wouldn’t have other ways to communicate, and they might fight everyone instead of trying to work together.”
Ye Zhizhou pondered for a mont. “This is easy to resolve. Since ‘in-ga chatting’ is so important, we can think of a way to restrict their chatter.
“Players can communicate, but not at will. Every single sentence they speak would be precious. If they speak too much, they would be punished.
“Maybe… they could beco lunatics.
“A good horror ga should have an atmosphere similar to the one in our office. Everyone should be trying to advance while groping about in the dark. If soone suddenly speaks, everyone will start screaming. “Speaking of which, I suddenly thought of a good na for the ga.
“Be Quiet! In Mandarin, it’ll just say ‘Shh!’!”
As the three of them brainstord, they developed more and more ideas for the ga.
Basically, Be Quiet would be a multiplayer horror ga. Every round would contain eight players and a random number of NPCs. There could be anywhere from four to eight NPCs, which would be controlled by artificial intelligence. Their purpose would be to confuse players. All players and NPCs would first enter a randomly generated map in the ga. There, they would have to look for items and the way out. They would also have to interact with other players and NPCs.
There would be different maps in the ga. For now, they had co up with a ntal institution, a village of lunatics, a hotel in the countryside, an ancient castle, and a school.
These maps would all be highly randomized. At the start of each ga, a set algorithm would randomize every room’s purpose and the items to be found inside.
In each room, players could find items that they could pick up, as well as stage props. Stage props could not be picked up, but players could interact with them to generate a special effect. For example, a radio could play a designated audio recording and increase the player’s ntal stress.
Players and NPCs would also spawn on random areas of the map. Once the ga began, they would be allowed to roam around to look for clues and items.
Players would find special items around the area as well, such as daggers, bandages, psychotropic drugs, mysterious statues, and the like. These props could be used to attack others or heal oneself. So could reduce ntal stress while others would increase ntal stress.
How these props should be used would depend on individual players’ ga strategies.
At the sa ti, the eight players would take on different roles at the start of the ga. The thod of winning the ga would in turn depend on their roles.
Among the eight players, one would be a police officer, three would be good guys, three would be ntally-ill, and one would be an ambitious scher.
The police officer and good guys would have a common goal—to escape. The ntally-ill people’s goal would be to either drive everyone crazy or kill them. The ambitious scher’s goal would be to end up as the last one standing.
Half of the NPCs present would also be good guys while the other half would be ntally-ill people.
Anyti a player died, his role would be exposed. There would be weapons and items around the map. Once the police officer spawned, he would have a pistol, which could deal great damage to both good guys and bad guys alike. Other players could collect items from around the map or drop them on the ground for other players to pick up. Daggers and glare flashlights would be common items. Daggers would deal damage to ordinary people while glare flashlights would deal greater damage to lunatics.
Players could also look for rarer items like axes and stun grenades. Of course, these would be more powerful.
The ntally-ill would be different from lunatics. ‘Lunatics’ was a concept for ordinary people.
At the start of each round, the police officer, the good guys, the ntally ill, and the ambitious scher would all be considered ordinary people. All of them would have the sa stats.
As ti passed and under the influence of the surrounding props, players’ sanity ter would keep decreasing. When they hit a certain point and fail to consu special pills, they would turn from ordinary people into lunatics.
Lunatics would have higher speed, more health points, and greater power than ordinary people. However, once they beca lunatics, the player would lose all ability to communicate. What’s more, their muscles would expand and they would look different, so as to allow other players to identify their status.
Voice chat would be allowed in the ga, but it would be strictly limited.
Each ti they wanted to speak, players would only be given ten seconds to say one sentence. Once they were done, the recording would be edited by the system before being broadcast to other players.
Every ti they spoke, the players’ sanity ter would decrease.
If they did not speak at all, others could mistake them as enemies or bots. Yet, if they spoke too much, they would be at higher risk of becoming lunatics; and other players could suspect their true motives.
On top of this, in order to prevent trolls from trying to inject humor into the ga, Shang Yang Gas would get rid of the most aningless actions.
For example, players would only be allowed to jump when they reach a particular terrain. Otherwise, they would not be allowed to.
The fact that players—especially those playing ntally-ill people or the ambitious scher-could use different strategies and thods in the ga was inspired by board gas.
The police officer and good guys had to roam around the map looking for machinery or exits, warn other good guys, and deal with any signs of infection quickly and decisively.
The ntally-ill would have much lower sanity ters than the good guys. Thus, they could use the props around the map to beco a lunatic and attack the good guys, or they could act as good guys and mislead the actual good guys and trap them.
The ambitious scher could also act as a good guy or beco a lunatic to achieve his own goal.
Every player in the ga would keep guessing other parties’ roles while trying to keep to their strategy.
An overall score would be calculated at the end of the round, taking into account every player’s difference in stats, ga ti, and role.
For example, it would be extrely difficult for ambitious schers to achieve their goal. Thus, even if they did not, only so points would be deducted. On the other hand, if they did, a lot of points would be added. The system would also add points for attacks, kills, solved riddles, and collected items. That would ensure even ambitious schers would be motivated to play well despite their difficult missions.
In just one short afternoon, the general frawork of the ga was complete.
They raised problems and resolved them, forming a continuous, virtuous cycle. Soon, they had so details for the ga’s design set.
As they looked at the nearly-completed first draft of their design manuscript, Ye Zhizhou and Wang Xiaobin could not help but feel moved.
Everything went much smoother than they had imagined!
Before this, they had tried to think of the ga’s design while playing as many horror gas as possible. Even after two weeks, they did not achieve much.
Yet, now, after just one afternoon, they could picture what the ga would look like!
What caused the difference between these two attempts?
It was Boss Pei’s directions and Director Lin’s analysis of Boss Pei’s intentions. They only had to follow the directions to solve all the problems easily!
Although nobody knew if the ga would succeed, the gaplay was at least set. There was nothing like it in the market, and that ant there would be no competitors. Players would have a novel experience with this ga. Moreover, the fact that Boss Pei had pointed them in this direction made them feel more confident.
Ye Zhizhou read the design manuscript, feeling emotional.
“Could it be that this was what Boss Pei imagined the horror ga would look like? How exciting!”
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