Chapter 1145: A Future Within Reach (Second Update)

⏱ ~5 min read

Chapter 1145: A Future Within Reach (Second Update)

Furthermore, the unfair competitive mode received an extremely enthusiastic response from the player community.

The so-called unfair competitive mode is essentially like Dead by Daylight. The game itself is PvPvPvP, a single player versus multiple players, but the single player has a clear advantage in combat power or game mechanics.

Chen Mo had already added Dead by Daylight to his development backup projects, though it hadn't started production yet.

Overall, this unfair competitive mode could be applied to many games, and for players, this game mode had a uniquely compelling appeal.

For example, in competitive games like League of Legends and Overwatch, an unfair competitive mode could be opened. One player controls a "Big Hammer" character, with significantly boosted health, attack power, and E-skill damage, while other players take on ordinary heroes, trying to escape from the Big Hammer's grasp and work hard to activate the map's mechanics.

Of course, this mode would definitely need dedicated game maps and gameplay mechanics to ensure balance as much as possible; otherwise, it could easily lead to a "Butcher player -1" situation.

The free exploration mode, on the other hand, hides the specific victory conditions of the current game, leaving players to discover them on their own.

For instance, in the same horror game Outlast, the player's victory goal is no longer to break through levels along a predetermined route, but to find key clues within the sprawling Mount Massive Asylum.

If players still follow the original route, they might find that a wandering fat man has appeared on their necessary path, or that a plot point that should have triggered hasn't triggered at all, or even that the building layout of the asylum has changed...

Within a limited time, players not only have to survive but also recklessly enter various unknown rooms, enduring many terrifying jump scares, just to grab a small note from a drawer or shelf that provides the next clue.

Only by purposefully exploring the next area based on this clue can players finally find the exit to escape from this place.

Of course, there are also less frightening free exploration modes. For example, Assassin's Creed has an exploration mode where players don't need to be scared, but it requires high stealth and assassination skills. Players must steal key items from a large group of Templar enemies, perform assassinations on the side, and in multiplayer mode, complete different mission objectives separately.

The free exploration mode is the mode with the highest degree of freedom. Although it might not be as obvious as other modes, its value lies in having enough content to fill it.

The last mode, the entertainment mode, was even more mind-blowing. Besides the mode where players act as moles, there were many game modes that would make players think, "Are you insane?"

For example, a multiplayer version of Getting Over It. The biggest difference from the single-player mode is that players can hook onto other players with their hammers. When two hooked players use their hammers to exert force, the game's unique physics engine calculates the result, leading to a series of uncontrollable consequences.

For instance, if the first player hooks onto a cliff wall, and the second player hooks onto the first player, then the result of the first player swinging their hammer could be either flinging the second player away or being dragged down by the second player...

As a result, Getting Over It instantly transformed from a suffering game into an entertainment game. Players could cooperate to clear levels more easily, or shamelessly trip each other up...

There was also the True God of War Experience, based on God of War 4, where players could possess the son's body to experience just how insane the no-health-bar mode was.

Of course, what players talked about most fondly was Assassin's Creed's "Desynchronization Mode."

According to Assassin's Creed's setting, when the synchronization rate between the modern-day protagonist and his ancestor is insufficient, a series of bizarre phenomena occur, such as flying into the sky, burrowing into the ground, ascending, glitching, sliding, tripping on flat ground, crocodiles walking upright, swimming in the air, spiraling into the sky, and so on...

When players experience Assassin's Creed's desynchronization mode, no one knows what bizarre things will happen in this strange world...

Some players were completely dumbfounded, "Isn't this just a bug?!"

But soon, enthusiastic players explained, "No, of course it's not a bug! This is a game mode deliberately created by Silent, supported by corresponding settings in the story! You can see that these bugs are all intentionally made, showcasing Silent's unrestrained imagination!"

Many players, after experiencing the "Sky-Soaring, Earth-Diving Jackdaw," repeatedly said, "Silent, when are you going to release a fun naval battle game? Preferably one where ships can fly!"

"Check out the Flying Dutchman, you know?"

Chen Mo cheerfully replied, "Easy, easy. Pirates of the Caribbean has already been added to the development plan..."

...

Players quickly immersed themselves in the brand-new Oasis world and were full of praise for these wildly imaginative game modes.

In fact, this updated Oasis 1.0 version was not just an integration of these previous super IPs, but also an exploration of a diverse game world.

For players, they had never experienced this kind of gameplay before, so everything felt very novel.

Each of these major IPs could be considered a vast world with a high degree of completion. Using them only to tell a single story was somewhat wasteful.

The classic characters and settings within them could be repeatedly interpreted and deconstructed. When classic IPs collided with brand-new gameplay, they often sparked brilliant fireworks.

Integrating countless vast game worlds together, allowing players to act as adventurers traveling through time and space, turning Earth's world into the main universe and other game worlds into parallel universes surrounding Earth, enabling a high degree of integration between the real world and the game world.

Even one day, making all players forget that those are just games, making them believe they are real things, constantly blurring the boundaries between the real world and the game world...

At that point, games would have reached their ultimate form. That was also the future direction of game development that Chen Mo had always been pursuing.

For now, Oasis 1.0 was merely a platform integrating various games, but in the near future, it would become a highly unified game world.

Players could travel through small worlds via Oasis, gain special abilities in these small worlds, and forge themselves into unique characters with distinct combat capabilities.

Different players could cooperate through the matchmaking system to complete various scenarios, and could even hold arena tournaments to determine the strongest player, reaching the pinnacle of the entire game world.

For Chen Mo, these were not empty fantasies, but a future within reach.

Perhaps by then, Oasis should be renamed the "Main God World"?