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Chapter 304 - Chapter 304: Promotional CG Released

In the center of the meeting room, Lucas was explaining some key concepts and settings.

The setups for attackers and defenders, plus three different play modes: bomb, hostage, and site capture.

There was also a PVE mode called hunt terror, including a tutorial for new players.

After all, Rainbow Six: Siege is a very hardcore game at its core.

Some basic content and the game's ideas still need to be clear to players.

Of course, considering that tutorials might feel a bit dull compared to regular play, plus player feedback and such, the simplest way to handle tutorials is to use rewards to draw them in.

Operator outfits and weapon skins will serve as temptations for players.

As for the payment model, it's harder to set up in RTS games, but much easier in FPS games.

Besides that, operators work the same as in the previous life: players unlock them after entering the game using prestige points.

For starting operators, players can pick six for free from the existing ten.

Of course, the unlock conditions for operators are more relaxed than in the previous life, so no more cases where hardcore grinders spend tens of thousands of prestige points early on to unlock one.

The initial 10 operators cost 1500 prestige points each to unlock, and later new ones cost 5000.

The main goal here is to help players understand the game's settings and get familiar with each operator's skills and traits.

No more situations like this: your teammate FUZE is blasting into a room with his boom-boom-boom, and as his teammate, you just charge in without a second thought.

The core fun of the game, map mechanics, weapon system attachments, and so on.

.....

After the meeting for Rainbow Six: Siege ended, the team started their own tasks.

Hector and the tech group from NetDragon worked on tuning the feel of guns and movements for VR.

They also tried out later physical effects, since feedback on physics is very important in Rainbow Six: Siege.

Because in rooms, most scenes and walls can be destroyed.

Demolition... no, setting up defenses and breaking walls or boards to open attack paths—that's a core gameplay element.

For maps, the key is various routes and planning for destructible areas.

Lucas will sketch them out simply, then Rachel and the others will create the art assets.

The game's backstory goes to Anna to handle.

After the game meeting wrapped up, the whole team got into high-efficiency work mode.

Marcus, who had attended the meeting, was still a bit confused.

He paused, then looked at Lisa beside him and finally spoke: "So... this is how you all at Nebula Games develop games!?"

"Yeah, Mr. Marcus. Is there something wrong? Isn't this how game development works?" Lisa looked puzzled.

"Nothing. You go ahead with your work." Marcus was at a loss for words.

No confusion, no arguments, and the gameplay details were already very complete—only the later data balances were undecided.

But data stuff isn't simple, though it's not that hard either.

Since the game mechanics and structure have no issues, the numbers just need constant tweaking.

You could only say it's no surprise from Lucas.

At that moment, Marcus couldn't help but sigh in admiration.

While he was sighing, Lucas, who had just finished briefing Hector and the others on some matters, turned and came over.

"Mr. Marcus, next up, there might be some things we need to ask NetDragon to help with." Lucas looked at Marcus with a smile.

"What things?" Marcus snapped back and asked.

"The version for regular players has no big problems, but for the military side, we still need a special advisor to make the game feel more real." Lucas said to Marcus.

They could find someone, since Nebula Games had the ability now.

But NetDragon had ready talent—why not use it?

"That's no issue. NetDragon has specialized advisors for this." Marcus nodded in agreement.

It wasn't just NetDragon; major FPS game companies at home and abroad all hired professional advisors.

After getting Lucas's request, NetDragon moved quickly—no need for in-person talks, just video calls.

Based on chats with the relevant advisors, Lucas adjusted some in-game skills and nerfed them to make the military version more realistic.

No need to even mention FUZE's boom-boom-boom; take ASH's breaching rounds as an example—in real life, weapons like that rarely get used because they easily cause friendly fire or harm hostages, making things more chaotic.

Pulse's heartbeat sensor exists in reality but can't pinpoint locations accurately.

So Lucas made some changes to these to fit reality better.

Making it exactly like reality is tough, though.

After all, this is still a game at heart.

So they still centered it around the original Rainbow Six: Siege mode.

But on details and viewpoints, the advisors gave a lot of suggestions.

That saved Lucas a ton of effort.

Under Lucas's lead, development on Rainbow Six: Siege went smoothly.

Of course, with countless players full of excitement waiting for the game.

Lucas and NetDragon felt they couldn't keep these players hanging, knowing only the code name R6 and nothing else.

In this situation, a promotional CG teaser for Rainbow Six: Siege, created jointly by Nebula Games and NetDragon, was finally released.

This got countless players cheering.

"Finally, some new info!"

"Rainbow Six: Siege—such a weird game name!"

"It's a counter-terror game!?"

"Damn, it feels a bit different from past counter-terror games—the style seems totally new!"

"This is Nebula Games' first VR game, right!?"

"Nonsense, weren't the bow and heavy crossbow in Monster Hunter: World shooting games? And Mirror—have you forgotten? In those countless dark nights, who was shooting with you?"

"Shit! You guys can turn anything into a dirty joke!?"

"Damn, your joke wheels just ran over my face!"

"Cut the crap—I'm more curious what Lucas can do with a counter-terror theme, since it's such a common one!"

With tons of questions, countless players clicked on the CG video.

(End of Chapter)

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