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Feel like a vampire – Bloodlines 2 Development Diary

Equ-RPG developers Vampire: The Masquarade – Bloodlines 2 Published the first article from the diary of the game development diaries.

Design director of the studio The Chinese Room Alex discounted (Alex Skidmore) shared the basic principles that the team adheres to when working on gameplay and narrative. Below we have collected the most interesting details:

The Chinese Room I took up processing Bloodlines 2 in 2020. Before that, employees tried to make the game Hardsuit Labs.

For developers, a key parameter in creating a plot is the credibility. Players should really believe in the world where vampires and other supernatural creatures live among people.

The studio actively cooperates with White Wolf Publinging – creators of the Universe of World of Darkness, in which events take place Bloodlines 2. Therefore, do not worry about violating the canon.

When creating gameplay mechanics in The Chinese Room adhere to the thesis: ""The player must feel like a vampire". For example, outside the combat situations, the developers refused tasks like finding the key-cards for opening doors or starting the elevator generator for the elevator. The player should do what vampires do. He should face tasks, which only relatives are able to solve .

During the design of the combat system, developers began with an approach in the spirit of Dishonored . But the testers played too carefully and even scared their enemies. A real relative is a predator, so now the combat system is built so that the player will feel confident. The developers want gamers "We played with food".

Employees The Chinese Room will continue to publish their diaries. The next article of the cycle will be devoted to the atmosphere of the game and plot topics.

Release Vampire: The Masquarade – Bloodlines 2 It is expected in the fall of 2024 on PC (Steam, EGS, GOG), PlayStation 5 and Xbox Series. So far, it is stated that the game will receive a text translation into Russian.

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Vampire: The Masquarade – Bloodlines 2

The best comments

Private player did not “have played with food”, but the older generation has a desire to have fun.

Vampires "Thin" only relative to other https://nonukcasinosites.co.uk/about-us/ mythical creatures.

The feeling of The Chinese Room is certainly small for such a project, even despite their many years of experience in the industry. A complex role -playing game is not a walking simulator for you. But if the publisher drowned them in money, and made it possible to “fill the cones”, then something may work out, and not the fact that immediately.

Maybe then it was not necessary to give the old, which are declared there as cold and detached. Otherwise again anime stamps, with childishness from ancient characters.

Old – cold and detached, but the ancients, awakened – they went according to the canon, so they were afraid and killed them.
Here you need to look at how the main character is old and what psychozov was picked up (I really hope that The Chinese Room with White Wolf really cooperates, yet the characters in the world of darkness have their own characteristics, and I would not want to be lost during development)

When I slept for a couple of hours during the day)

I also wanted to write about it, the essence of the world of darkness in the instruments that every clan and pumping provide, and not in the combat system and the feeling of itself with a vampire (which means, in general, if again each clan behaves differently, some people try to be more than people + masquerade)

So I immediately remembered my first character-the venture-fraud with an emphasis on the belief, which I just avoided fighting.
Quoting the classic: "Once it was called RPG".

*opened the window*except for the Sabbaths, in the Sabbath everyone calls each other Cainites (there are also their names with equalities, asesitas, inquisition and Asian vampires)*closed the window*

Is it? I remember the rules of the ruler vampires can absorb fatal and not particularly fatal damage (that is, translating into human – they are not afraid of a shot from a shotgun, nor a powerful attempt to break the ribs with such a good club). Technically, they can play with food, if the goal is a person who is not a “truly believer” or a magician, that is, simple sheep, even gathered to kill Sorodich is not an equalization to him. At the battle with other supernatural creatures, the fanged ones are inferior to the majority-the same werewolves under equal conditions, usually stronger (if we are not talking about the skirmish of the old vampire, which can beat the werewolf on cunning and a larger arsenal of mighty pieces.

So damn it, the implementation of “ordinary” tasks and the opportunity not to join the battle, if you play with a drice, this is the contrary.
Somehow it all sounds bad, as if a vampire simulator is being created, not RPGs.

I remember in the first Bloodlines I went to Malkavionin with an emphasis on a socialist and in the final I was slipped by a boss-rash of the regaging karakatittsia. We sat on it for a couple of hours = D

Ah, about this situation.
I just meant that the absorption of vampires in t.h fatal damage goes as an indicator of their unreal endurance in comparison with people. In the game, it will be problematic to implement such a mechanics, if not let the hero of the player with a built -in resistance to most types of simple damage applied by enemies like people. In the future, it would be possible to introduce enemies with consecrated weapons/supernatural creatures, which resist and cause much more damage. That is, such opponents will be “mini-bosses” on stealth-images: formally the same blanks, but with special SV-vami-for example, Bobornitors would have sensed if the player went around them, and had high resistance and damage in the battle. And the same true-entertainers would cause not just “pure” damage, but also multiplied, say, 3 times. Mages could, say, fly+teleport, it is very painful to beat, but they themselves would be dofiga vulnerable. In general, on this topic, you can come up with dofiga for special enemies, which the player would recommend to bypass or attack unexpectedly 🙂

And you do not think stupid that an experienced vampire from the older generation, who lived for several hundred years, can fly away from some kind of flock of wolves?

Well, in Beck, the flexibility of thinking to all new chips, in fact, is the main advantage of novice neonates over ancient bloodsuckers. Old, they say, stuck on the templates of thinking of the moment of his back.

Hmm … I still hope that stealth (dizonodo-old) will be in the game.

In terms of? New world, so much not known, on the contrary, they should be interested in. 🙂

So you are not for the dowry of the weak -blooded play, but for the elder. There is a difference.

And a sense of adequate of what is happening and the correspondence of the chosen role and its capabilities, in no case should you give a player?

Well, I played in The Witcher 3 (the rest of the examples are not familiar to me). Did I enjoy the fact that for an experienced witcher, with his supernatural force, reaction, reflexes and magical abilities, an ordinary flock of wolves can pose some threat? No.
Did I feel a feeling of progression when, once again pumping, I go into the forest on the other end of the map, and I meet the next flock of wolves, already 20 levels higher, and it again pose a danger (and I have not yet turned on)? No.
Including, therefore, I never found the strength to go through the game until the end.

No, I myself love all sorts of quiet and bloodless passages. But if we are going to play for someone formally ancient, powerful and incredibly dangerous, then why would he not be in for some time? Games where we begin an unknown homeless and train on rats already full.

The feeling of adequacy of what is happening depends on the normal scenario.

Witcher 3 bad example, t.To. For all the coolness of the game, objectively it is a rather weak RPG with mechanics living separately from each other. I hinted at the first part.

The problem is that it is possible to play a strong protagonist and at the same time preserve a sane sense of progress that very few developers can say what to say about newcomers.

It is not yet clear, the first Bladers for me was a sort of Deus exes, crookedly, but nevertheless there was always the opportunity to go both through stealth and social, and just endure the entire level. And right now they seemed to decide to focus only on action. It is also interesting how things will be with computers, because in 1 part there were many of them and it was interesting to delve into them-we are like playing an ancient vampire, and it is unlikely that such dude will be interested in computers (here, by the way, the second other world, where the ancient vampire drank the blood of a dude and understood how to figure it out in a moment)

Rather, the player needs to give a sense of progress, and this is the easiest way. And this is not necessarily bad if the screenwriters are sensible.


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