I Just Want Players to Save Money, They Insist on Giving Me!
Chapter 609 - 191: Making a Laughing Stock! What is an Open World?_2

Chapter 609: Chapter 191: Making a Laughing Stock! What is an Open World?_2

This week, the employees were incredibly busy, and Ke Jin was no exception.

He made several trips to the Jianglin Government, including on-site inspections at the development location.

Finally, after some negotiation, he secured a piece of wasteland outside the North Urban Area of Jianglin at a very favorable price.

This couldn’t help but make Ke Jin reflective.

It was only because of Jianglin City’s policy to promote eSports Game City, particularly by giving green lights to distinguished contributors like the top player, that he could secure such generous cooperative conditions.

Once the site was settled, he directly connected with East Intelligence.

Although he had already had lengthy discussions with the chief engineer sent by East Intelligence on the layout of "Extinguish"’s offline panorama.

Ke Jin felt that he still needed to check in on the development progress every now and then.

After all, the "offline panoramic demo" operation was unprecedented, not just on Blue Star.

Even on Earth, with its myriad competing game industries, this had never been seen before.

But likewise, the development progress of Elden Ring was always on Ke Jin’s mind.

He planned to use this game as his way to kick down the monopolistic gates of European and American capital, so there was no room for error.

Among all this, the department that gave Ke Jin the most concern was the Art Department.

If the Art Department’s significance in previous games by the top player could be said to be around 30%.

Then for Elden Ring, the importance of art might even reach 70%.

Various interactive large-scale buildings, the towering Golden Tree visible from anywhere, or the Stonewell perched upon the cliffs.

The aesthetically beautiful Rodel, which seemed to be established under a starry sky, the Eternal City.

These buildings, with their grand and epic aesthetics, served as indispensable lighthouses in the night, attracting players to explore.

Just one glance at them would elicit a sense of awe from the players’ hearts.

But speaking of it was far easier than the actual production.

The players might all think it’s great, think it’s awesome.

But where exactly the greatness lies, why it’s great, that is the key point.

Therefore, after Ke Jin dealt with the offline matters related to "Extinguish," he returned to the top player’s company and immediately visited the Art Department.

Coincidentally, Ke Yu was summarizing the Art Department’s achievements for the week.

Ke Jin also listened in for a while.

In the first week, the Art Department had deeply crafted the city of Stonewell.

In the continuously presented PowerPoint slides, as well as the all-round previews of unfinished models.

Their work had already initially met Ke Jin’s expectations.

The city of Stonewell, being built atop steep cliffs, inherently conveyed a feeling of oppression, as if it towered above the high mountains.

The towering city walls were constructed from large, rough-cut square stones, fitting almost seamlessly against the mountaintop.

The stone itself was gray-white, and cool tones further implanted the suggestion of ’inaccessibility’ into the viewers’ hearts.

But the castle’s architecture didn’t just emphasize harshness.

On the contrary, the sharp edges of the castle were outlined by soft gold lines, with various reliefs and openwork carvings decorating the top of each octagonal tower, and flags fluttering in the wind could be seen everywhere.

This added a touch of reality to the whole castle.

The perspective from which the castle was viewed was always pushing upward from below, as if pilgrims were slowly ascending the broad steps, like worshippers.

This meant that outsiders heading to Stonewell would maintain a posture of looking up as they climbed.

A ’castle that needs to be looked up to’ is also a powerful psychological suggestion, subtly elevating Stonewell’s esteem.

Moving on to the interior scenes.

The Art Department of the top player, following the initial draft of the planning document, also added numerous details to the interior of the entire castle.

For example, a large dining hall that could accommodate many soldiers dining together, with neatly arranged wooden tables, chairs, and benches, and dimly lit candlesticks scattered around.

The fireplace also emitted a faint glimmer of light.

In front of the dining hall hung a large painting of an armored cavalry.

Clearly, the top player’s Art Department was following the ’intuitive beauty’ that Ke Jin had previously mentioned.

Although this scene was part of the architecture, why a dining hall and not some other arbitrary room?

After all, players could still play even if they didn’t bother to design a specific use for each building, just designed a room, added some patterns, placed some decorations, and scattered a few monsters around.

So why specifically set up a dining hall?

Because, given the immense size of Stonewell Castle and its role as the critical passageway between "Nimgreifu" and "Lake Liyeniya," it was destined to be a military stronghold.

A military stronghold meant that there would be a large number of soldiers.

So, according to real-world logic.

These soldiers would also need provisions for clothing, food, shelter, and transportation.

As players passed by the dining hall, they would realize that this might be where the soldiers normally ate.

This intuition, closely matching reality, would not only immerse players even more.

But also the large dining hall = a large number of dining soldiers, is the application of intuition on the surface, which would bring an implied psychological warning to players who come here, telling them there might be no shortage of soldiers in this castle, so they should be cautious.

It was precisely these subtle architectural details, accumulating over time and cleverly intertwined.

That would gradually instill a sense of reverence for the monumental buildings within "Elden," without ever breaking the immersion for players.

"Not bad," Ke Jin nodded in satisfaction after previewing the initial modeling of Stonewell, able to set his worries aside.

Given the current understanding of the top player’s Art Department, entrusting them with the major cities in "Elden" posed no issues at all.

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