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Game screenwriters around the world should take a look at the plot of this MMORPG.

Wen 丨 春辞 Typesetting 丨 羅牙

Introduction: This article does not have any spoilers that will make players who have not played the game guess the specific plot content, please feel free to eat.

It has been 5 days since the launch of the Final Fantasy XIV (hereinafter referred to as FF14) national service 6.0 expansion pack "The End of the Dawning Moon", and when the international service version was launched a few months ago, it received the highest rating in 8 years.

If the full score is 10 points, he has received 9 points and more ratings on almost all platforms.

If you know the game, you've heard the stories circulating in the player community, or you've experienced the stories of becoming a warrior of light, saving people in need, and saving the world.

And the plot of this online game, placed in the history of Final Fantasy plot is also among the best, in the domestic and foreign MMORPG online games are going downhill, the big factory thunderstorm layoffs, "The End of the Dawn" expansion pack with excellent plot force to suppress the crowd, so that the game fire to the official stop selling to reduce the pressure on the server.

Game screenwriters around the world should take a look at the plot of this MMORPG.

6.0 The number of pre-orders for the expansion pack Endwalker is 180% of 5.0 shadowBringer

After completing the 6.0 version of the national costume, I would like to talk to you about this game that has spent nearly a decade in layout, relying on excellent plot and relative freedom and choosing a lot of gameplay, relying on the charm of the game itself and the players to decide the winner or loser, and relying on the efforts of the creative team to get better and better.

Final Fantasy-esque touches

Many Chinese people's impression of Final Fantasy may stem from "Final Fantasy 7", whether it is the PS game released in 97 or the character Claude with the "non-mainstream" hedgehog head in the animated movie "The Son Of God" in 2005.

Game screenwriters around the world should take a look at the plot of this MMORPG.

His eyes looked as cold as a pool of stagnant water, unresponsive to everything in the world.

And those who have in-depth knowledge of the game's plot will know everything that happened to this man, such as his night talk with two small unsuspecting green plum bamboo horses under the stars when he was a child.

Game screenwriters around the world should take a look at the plot of this MMORPG.

For example, in the face of a powerful enemy, after recalling the best friend who died to protect himself, he broke out of a strong will in the desperate situation of dying, and broke through the desperate situation with the sentence "You are the proof of my life".

Game screenwriters around the world should take a look at the plot of this MMORPG.

The Final Fantasy series of games is very good at building this kind of scene-like stage, especially good at depicting the cold or tragic separation, and then bursting out of the determination of the characters. Many of FF14's expansion packs inherit this feature, and even have some enhancements in their lines.

"Now, my blood is burning, but my heart is calm, perhaps because my long-held wish has finally had a chance to come true."

"I'm still reluctant to give up on my dreams. May in the near future, young girls not have to wander the snow. ”

"Remember, we once existed."

"I will return to your heart and become your tears, your anger, your strength to fight for the world."

This kind of scene is extremely strong, carrying the character's heavy heart of the sentence is the characteristic of FF14, a sentence can pull out a large number of the character's heart, and mobilize the player's emotions. And full of emotions is the most important link between players and games.

Game screenwriters around the world should take a look at the plot of this MMORPG.

Feel the onset of a qq music review section review

A complete reset was carried out after FF14 was taken over from 2.0-6.0 (the 1.0 gameplay experience was too bad and was taken over by producer Naoki Yoshida. In each big expansion pack, each big version has one or more characters interacting with the player-operated "Warrior of Light" in a variety of different ways.

This interaction may be a character's recognition and respect for the player, or it may be the player witnessing the continuous integration of young and arrogant characters into the world, or even the interweaving of hundreds of years of long-cherished visions and thousands of years of long-cherished wishes, in short, as long as the player recognizes a character and connects with them, the game's attraction to him will be a geometric multiple.

Character-driven, but not fully character-driven

The script creation also follows the three elements of the novel, the characters, the plot, and the environment.

Generally speaking, most script types have a variety of different ways to drive the plot forward, such as the main drive and the secondary drive, but the creators are generally divided into character creators who are good at constructing characters (such as Maruto Shiming), who drive the plot development by putting characters into the characters and let the characters act according to the arc and characteristics of the characters' own way of action, and the plot creators who construct the story by constructing meandering and complex, strange and strange, through reverse mirroring or even narrative tricks.

The script writing team of FF14 is undoubtedly more forward-looking.

However, from a pure text point of view, MMORPG's unique online game running errands, the way of describing the worldview that has nothing to do with the main plot, and the player will be too subjective to substitute their own original values, resulting in the script of FF14 being relatively bad in the context of the novel.

Game screenwriters around the world should take a look at the plot of this MMORPG.

However, the good thing that FF14 does is here.

The logic of the player playing the game is to substitute the character and determine all the player's feelings by what they "do".

To put it mildly, the NPC recognized by the player may die because of his own belief, and the knife to the player inherits the belief of the departer at the same time, making the light warrior operated by the player more logical when "exploding", while with excellent music and performance design, so that the player has a sense of immersion in it.

Deeper down, this immersion stems from the player-manipulated characters' connection with the NPCs, who together drive the plot, and he is not simply writing a good script, but to implement the relationships of each character's other characters, and to seek a breakthrough from this relationship, that is, the environment.

Many creators can write about conflicts between good people and people, but not badly about conflicts between people and environments, and this is crucial in the creation of game scripts - which directly means that a large number of art and music resources can be connected.

Game screenwriters around the world should take a look at the plot of this MMORPG.

For example, the plot of the Garema Empire, which was criticized by some players for being bad in the 6.0 plot, is the plot of the standard human and environmental conflict. In the setting, the Garema Empire is a weak people who have been banished to the ice fields and lost their homes, who seek to survive in the cold world through the development of technology, and after gaining strength, they want to regain their lost homeland.

Players who were once regarded as "heroes" were subjected to various distrust and hostile treatment in the Garema Empire, which even led some players to make angry noise when some Garema NPCs were treated badly as a result.

So, can this bad experience be removed? Obviously not.

When both sides have a legitimate reason, the competition is no longer whose ideals are more noble, but simply violent. Only after this point is taken out, the subsequent plot can have a more touching power, and the theme built on this basis will be more attractive.

Game screenwriters around the world should take a look at the plot of this MMORPG.

Writing about the conflict between people and the environment not only means deepening the construction of the theme, but also means that you can skip class in the creation of the script.

The "Warrior of Light" setting operated by the player of FF14 is actually neutral and kind in the faction, and the main driving forces driving his actions are good thoughts and positive emotions.

At the same time, the participation of the 3.0, 5.0 and 6.0 environments with more reviews in the current major versions is very strong, and the final battle of the three major versions of the plot follows the player's efforts to make the NPC recognize the contribution of the player NPC to bring extra strength to the player The core logic of using his own and NPC's strength to defeat the strong enemy together.

But using the same technique will always make the player feel homogeneous, and even when we deconstruct the plot passages of 5.0 and 6.0, we will find that the same method is used many times:

For example, the idea of building a sense of perception is the same, giving the player a big headstick in the early stage, slowing down in the middle to seek some breakthroughs from the environment (such as the setting of the game, such as the bilateral camp), and finally releasing the key roles and emotions in one breath, and letting the player fall into crisis and huge emotions, creating an atmosphere that the player is eager to play under the double blessing.

Game screenwriters around the world should take a look at the plot of this MMORPG.

However, a careful analysis of the plot of FF14 from 5.0-6.0, the 6.0 version of the villain boss, whether it is the origin or the reason for hostility, does not have the legitimacy and logical rationality of the 5.0 version of the villain boss, such as the motivation and process of the villain in the 6.0 version to destroy the world, the player will find that some parts are logically unreasonable.

Even in the plot of the middle of the 6.0 version, the creative team faced a more difficult problem of before and after bugs, directly sacrificed the "modify memory" Dafa, and at the same time, in order to create the final powerful emotional scene, wrote out the "potential quantity", which is determined by the intensity of emotions to determine the intensity of violence.

How outrageous is this kind of skipping class, and try to think of the one in Naruto who shouts "My pain is above you!" "The one gave himself a punch and then beat the protagonist to death like that.

Game screenwriters around the world should take a look at the plot of this MMORPG.

We all know that no matter how strong the emotion is, it will not directly affect a person's strength too much, because the determination is made, so the harm becomes a lot of this kind of thing, which is unreasonable. However, FF14 takes the route of the Japanese king's way and pursues to defeat the opponent in a strong emotion like in the hot-blooded manga.

The amount of potential justifies the player's emotions, as long as the player's emotions are strong enough, it is logical to defeat the opponent, but this setting is very dangerous, as long as the plot is not written well, the player's game experience will collapse completely.

In this scenario, the middle of the 6.0 plot is almost always doing this thing, it first reveals an environment setting that has existed since 2.0, makes it related to a specific NPC, and allows him to top almost half of the player's emotional experience in subsequent developments, to strengthen the player's motivation while weakening the player's attention to the unreasonableness of the setting and the villain's big BOSS motivation.

Game screenwriters around the world should take a look at the plot of this MMORPG.

The plot of gold content 6.0 depends on her in C

And when a script that relies on the character's own personality to drive the plot has a good enough environment, it means almost inexhaustible convenience.

The characters themselves will interact with the environment, and the environment will start new stories and new adventures for the characters under the creator's setting.

Big coincidence, heavy sword without edge

In the path of the game's advancement, an NPC who once did not love to act with the protagonist group once lamented: "The intention that can be seriously told here can also be seriously responded to." ”

Many players who can survive the ultra-long storyline version of the so-called "desperate lights" version of the 2.0 version are because they recognize the values of the "Light Warrior" in the game, and they recognize this group of NPCs, and THE NPCs and this game can also bring complicated human care that is rare in the real world.

Game screenwriters around the world should take a look at the plot of this MMORPG.

You are not alone, there are many people fighting with you for the same simple but difficult things, you are no longer ordinary, you are an important person to them. Such a simple thing, and how many games can really convey to the player and geometry.

Even if there are some parts of the 6.0 plot that are logically unreasonable, so what?

For players, it's a world they recognize and love. You're going to destroy my world, and I have a chance to save my world, put players in this environment, and they'll act like the Light Warriors they're manipulating.

This kind of plot-based development, allowing the player's recognition of the character and the world to drive the player's action, gives the game experience is very scary. Even the gluttons who have played a lot of games will be moved by the act of the creative team seriously writing everything into the plot itself.

Of course, there will be various persecution trends for similar reasons

I know you're going to stab me, I know you want to move me, I know what you did in the script. But I'll still cry because of your efforts, because of the consistent persistence of the game and the creative team, because of the efforts of the "Light Warriors".

This is a game creation mode with no sword and no edge, because it is no longer a single character, plot, and gameplay that moves players, but also the determination of the creative team, as well as the efforts and time invested by the players themselves in the game.

summary

In fact, when I first saw 6.0, what amazed me the most was the rich accumulation of the creative team.

The science fiction flavor of the entire 6.0 version of "The End of the Dawn moon" is very strong, whether it is the interactive portrayal of magic and the cosmic environment, or the portrayal of how the ancient people should understand the concept of life after transcending life and death, it is very traditional science fiction flavor.

Players familiar with the Final Fantasy series of games should know that the FF series has always been a worldview that combines science fiction and magic, medieval and science fiction, and the performance and environmental structure of this science fiction part are very bold, and the ancient people's concept of life has the flavor of Arthur Clark's "The End of Life".

But in the end, the creative team chose the most kingly method, with a Final Fantasy-style separation, with the efforts and determination of the players and characters, bringing the best "Final Fantasy" series game plot in the past decade.

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