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Interview with the production team “Call of Duty: Black Ops 6”: Why add a third person view? What is boot mode?

Activision Blizzard’s annual shooting masterpiece “Calendar: Black Ops 6” will be released worldwide on October 25. history to allow players to better understand this time For zombie mode, Blizzard also arranged for Kevin Drew, assistant design director of Treyarch Studio, to accept an online interview with Asia-Pacific media.

Q: What was the overall design inspiration for the Zombies mode in “Calendar: Black Ops 6”?

We hope to create the best zombie mode experience for players, so when we were looking for inspiration, we looked back at the zombie mode we did in “Cold War” to see the there was something we wanted to do at It was done but it wasn’t done, or because of the epidemic at the time, some elements weren’t included in time. In addition, we also go back and watch “Black Ops 3”. , including fixed factions, unique interactions between faction members, and of course bubble gum that can increase players’ combat power, etc.

Q: What did the production team think was the most challenging thing when doing the zombie mode?

As for the most challenging thing ahead, of course we think that the first challenge is how to make the die-hard fans of this series satisfied with this new model to reach more new players, and they are willing to experience this gameplay in the last few years has been moving in these two directions How to satisfy both old players and new players at the same time, naturally this has become the biggest challenge we face during the production process.

Q: Zombie mode has had “horror” and “new feel” features in the past. This time the zombie mode seems less scary than before. And how do you find a balance between these two factors?

Of course, for Treyarch, our top priority is to make players feel that this game experience is great, and of course this experience also includes “horror”. There are a lot of horror elements in the zombie mode this time, such as various zombies jumping out suddenly; zombie heads detaching and turning into spider-like monsters, and the limbs of various zombies being put together. It can be said to be the pinnacle of zombie body horror beauty.

In addition, we will also create a sense of horror through map design. In comparison, Final Tribulation Island is very dark and has a sense of horror. However, Wuji City is not only beautiful and beautiful, but it is also the middle of the day when you check inside, you will slowly find out some things make people feel uncomfortable.

Q: The story of the zombie mode of “Black Ops 6” continues with the story of Dark Aether? How does the production team plan to make players feel the changes in the character before and after?

Being in prison for 5 years takes a huge physical and mental toll on anyone, so what we want to show is how everyone behaves. For example, “Raptor One” didn’t seem to have much effect on him, it was just another time. As for Dr. Elizabeth Gray, her overall appearance is different. Players will also find that their trust in each other seems to have decreased, and it is not so easy to trust others. This detail will slowly come from their conversations.

Q: Can you tell us what puzzle elements will be in the game? Can you share the inspiration for designing these puzzle elements, or what interesting things happened during the development process?

We have a lot of puzzle solving elements in the game It really depends on which direction we want to go to the story, or where is its tension point on this map, we first decide a path the story and then going back. Basically, we hope that players will not easily guess what will happen next, and we don’t want to use the same puzzle every time, so we will often use different puzzle solving methods, some may need to use their brain, and some may need hand speed.

The question we often encounter here is where we should focus the problem Sometimes after designing the puzzle, we find that the player may want a more difficult puzzle it must still have logic on it behind it, so how do you make it stick to the logic of the plot, but not make it feel too simple? We spent a lot of time to slowly change this balance.

Q: According to the official blog information, the two turn-based maps currently released in the zombie mode of “Black Ops 6” have very rich gameplay.

Basically, these two maps were designed to target different groups of players. Final Tribulation Island can be said to be designed for veteran players We hope that different types of players will find a map that suits them.

Q: In the turn-based map of Zombie mode, is the player’s strategy order a fixed path, such as advancing in a certain order of actions, or can the player freely choose a strategy path?

Basically, maps are in a certain order jump in and play this new map immediately In addition to following the fixed path, players have many opportunities to try different paths, even skip certain steps, or take to different processing methods to get around to see different tactical ways of playing the game.

Q: The “Call of Duty” series has always been famous for its classic FPS games. What was the opportunity to add a third-person view to the zombie mode of “Black Ops 6” this time? this? Did you have any problems during the development process?

We prefer to see the third person view as an alternative to give players, because we know that some players do not like or are not used to the first person mode, so we have -person previously rendered in zombie mode of “Modern Warfare” Mode, this is not technically very complicated, and we did not encounter too many problems whether to use the first or third person view one to use just depends on the player’s own preferences and habits.

Q: Is there any chance that the “guided mode” will become a standard mode in the future, or will it be a regular launch?

Hopefully each mode map can have its own guide mode, each mission level is less obvious.

Q: Do you want to know more about “Management Mode” and how it works?

We will launch the normal mode first, and then we will launch the guided mode on this map about halfway through the season The purpose is to allow players to explore on their own what main activities on the map. There are two main differences between boot mode and normal mode. The first is that in the player’s game interface, the next step of the mission will be indicated through the heads-up display in the normal mode, the player must find out on his own ; in each round will become stronger and stronger, but in the management mode, we hope that the player will not be under too much pressure, so before the player completes certain levels, the strength of the zombie will be limited so that the player can get the “super modified” device. , further increasing the zombie’s strength. In this way, players can have time to fully upgrade.

Q: The most interesting thing in the zombie mode trailer is the “mutation injection”.

This is a concept that we have wanted for many years, and we have finally added it to this zombie mode Through a point reward system, we hope to provide better features to players Yes” Mutation Injection ”based on this idea that after the injection, the player will change into a killing machine with powerful abilities within 30 seconds, but will return to his original state after the time limit.

Q: Why did you decide to add private battles in zombie mode? Compared to the public online mode, will the production team consider changing the difficulty of private battles to be easier? Or can it be adjusted according to player level?

In fact, in previous zombie modes, there was a private battle engine basically the game has three modes, including public connection, working with friends, and single player mode Since the mode is one -player is basically played by one person, it is difficult to change the difficulty, for example, you will have a chance to be resurrected from the beginning, buying props will be cheaper, etc.

Q: I personally like the zombie mode that Treyarch launched during the “Cold War” You can use portals to switch between many styles of maps and resources to freely explore the future?

Taking “Black Ops 6” as an example, our focus this time is of course on the turn-based system, but our team also likes the “revolution” mode game in “War Cold” a lot, and we might use it in other ways. future games.

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