要預判參賽選手的預判🤣 霧鎖王國魷魚遊戲背後的設計思路

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Hey everyone, using the mighty voxel building capabilities of Enshrouded and a variety of functional props, I've constructed a massive squid game competition arena right next to our Sky City and thrown a wild, do-or-die party for 16 players. The setup is similar to the movie, with four stages of elimination rounds, and the last survivor takes home all the cash. ENSHROUDED SQUID GAME The first game, just like in the movie, is "Red Light, Green Light". It's set in a huge, enclosed space with corridors on both sides for me and Nana to film, The rules are the same as the film's: everyone runs from the starting line to the finish line, but can only move while I chant. Chanting... Stop chanting, and you gotta freeze. Mess up, and you're ruthlessly out. But unlike real life, making your character stay still in the game is no sweat just don't touch the keyboard or mouse. So, I've spiced things up with a bunch of obstacles and traps to up the chances of slip-ups. For instance, near the start, there are walls forcing you to take detours, including one window I intentionally left too large. Keen players can bypass it directly without detours. But just on the other side, I've dug a pit. When someone gloats over finding this shortcut and hops through the window, down they go. I tried it myself to make sure it was treacherous enough and ended up adding an inconspicuous fence to perfect the trap. Now it’s chef's kiss. Most folks will head down the middle, and after noticing the pit on the right, instinctively veer left. But after a few turns, they'll hit a dead end. I piled up high-visibility fences here so the trapped can watch others leave them behind. Past the starting area, layers continue to face choices and challenges. The whole arena is designed to offer multiple paths forward, each with its own risk-reward ratio, catering to both cautious and adventurous personalities so you get to witness a variety of human decision-making in action. Next up, you could take what looks like the easy, safer route along the edge, but it’s the longest way round. Or you can make a short detour and then rush over obstacles, but mind the big pits when leaping. The shortest route in the middle has a door I put up with walls on either side to block the view of what's behind it. If you're daring, you can try to scale the tallest wall and take this shortest path. Behind the door, there’s nothing really—just a bluff. If you don’t rush forward right after opening the door, you can easily avoid the trap. I didn't raise the door high on purpose, allowing for a daring leap over it. But that’s the riskiest move Hmm... still not risky enough, it seems. The next stretch also has three paths. f you come from the safe edge, you'll face this door, which is actually blocked. After some thought, I made a hole above it, letting in light to hint that you might try jumping over from the top. Because under normal circumstances, this height is sufficiently low to jump out from. But because there's a ledge, you really can't make it over enticing people to waste some time before turning back. Emma is still here! She's still here, trying to see if she can jump up to the top. The other two doors lead smoothly to the next section. One of them is only accessible by grappling from the opposite bank. It's the fastest route, but the close-set grappling points make it hard to aim hook the wrong one, and you're doomed. (Chanting...) Plus, I designed it so that even if you open the door, you have to squeeze in, causing a bottleneck. his could knock any over-eager followers right off. The third path is the safest and most convenient. You just need to crouch to fit through the entrance. Next to it, I've set up an extra grappling point, This way, people who were originally walking safely on this path might notice this hook and think the current path is too safe and suspicious. Then, they might be deceived by this hook into taking a more dangerous route nearby. After these doors is a small, trap-free area. It's a cozy interlude for players to catch their breath, although some might be on edge after the earlier journey. Opening the central double doors, players are greeted by a sudden bright light, signifying they've reached the second phase of Red Light, Green Light. If the first phase was in a dark, closed environment, this one is open and bright, with beautiful flowers and plants as a reward for those who've made it this far. The first row of flower beds is completely safe. Ahead, three paths again: the side routes are winding and time-consuming, but the middle one allows you to swing directly to the finish with your grappling hook and the risk isn't just the high barriers. The central flower bed, blooming with flowers, conceals three pits. Here, being the frontrunner is the most dangerous position. Has anyone fallen down? Always leading the pack, only to face an unforeseen mishap just before the finish line, rendering all previous efforts futile. Meanwhile, those trailing behind, learning from the leader's misfortune, seize the opportunity to overtake, embodying the underlying design philosophy of this trap. The finish line has 11 seats, indicating that the first 11 to pass – 'Red Light, Green Light' while the last three are permanently eliminated. Crossing the finish line and entering through the door beside it leads to the next round's arena. There are toilets placed in front of the railings on both sides for those who couldn't relieve themselves during the intense race, allowing them to enjoy the breathtaking, endless view while addressing their urgent needs. The second event is the glass bridge challenge from the Squid Game. In the movie, stepping on the wrong glass pane results in it shattering and the person falling to their death. Here, choosing the wrong floor tile leads to being blown up. To prevent the bombs from failing to kill, I conducted field tests with Nana. Stand here and look at that snow mountain, stand right here where I am. However, we encountered another issue: the blast radius of the barrels was too large, affecting adjacent tiles and causing chain explosions. So, I had to increase the distance between each tile. Then, using indestructible materials, I sealed the bottom of each tile, making it impossible to discern the location of the barrels from any angle, even if someone hacked into my computer to cheat. Near the starting point, 11 marks allow those who ranked highest in the previous round to choose their jumping order. With only 8 tiles and 6 spots available for the next round, anyone who's seventh or later, even if not blown up, is automatically eliminated. Thus, being last in the order isn't always advantageous. The first four tiles are made of wood, and choosing the wrong side not only results in the player's explosive demise but also destroys that side of the tile, serving as a warning for those who follow. The last four tiles, made of indestructible bronze, require players to remember the path taken by those before them. The catch is, the fourth tile has explosives on both sides, meaning the first to reach it is doomed regardless of their careful choice, as the outcome is predestined. The first six to successfully cross all tiles alive advance to the next round, entering a rest station through a door for brief respite. While building this station, unrelated to the competition venues and despite the considerable time spent on the earlier arenas, I decided to showcase my expertise by installing beautiful floor-to-ceiling windows, allowing participants to enjoy the contest more comfortably. I didn't forget to place toilets there as well. The third event, my original creation, features a 6x6 square field with each square containing either a bomb, a gold barrel, or a toilet, covered with soil. Eliminated participants watch from the stands above as the remaining six, based on their previous ranking, choose their squares and dig with pickaxes. Unearthing a toilet means safety, a bomb leads to the audience shooting arrows to detonate it, and finding a gold barrel not only ensures survival but also provides an advantage in the final round based on the number of gold barrels found. Like the windows, though unrelated to the competition, I planted various flowers and plants on these squares, ensuring that the four who will perish here at least witness beauty in their final moments. The final two survivors then pass through a door to the ultimate showdown, with the prize money accumulating to 70,000 Won. This finale, inspired by the construction and prop features of Enshrouded, involves each player hiding in one of seven compartments at opposite ends of the arena. Each takes turns guessing which compartment the other is in and shooting an arrow at the explosive barrel in front of it, aiming to be the first to blow up their opponent. The compartments, made of fragile materials, are destroyed in the explosion, gradually reducing hiding spots. However, a problem arises in the game – teammate names and health bars are displayed within a certain range, rendering hiding and guessing pointless. With Nana's help, I determined the minimum distance needed to conceal names, which set the arena's width. Initially, I planned to place just a few explosives in front of the compartments, but this made it hard for attackers to hit distant, small bombs. So, I opted for a chain explosion setup, with seven lines of barrels on each side. Attackers aim for the foremost barrel of the seven lines, hoping their opponent is hiding behind it. This not only makes hitting the target easier but also enhances the visual impact. I then realized that shooting the barrels might accidentally detonate others in the line. So, I added protective covers over the barrels. Thus, the final arena was completed. And now, standing in the spectators' area, only one will pass through here, reaching the victory podium at the back of the final arena, to sit on the Throne of Glory and claim all the prize money. After construction, I backed up the world state and prepared contingency plans for various emergencies, such as an accidental explosion at the heavily bomb-laden final arena. This allows for restoration of the venue after the competition, for everyone's enjoyment. This is the full overview and preparation process of the Enshrouded Squid Game, taking a day and a half. Our Golden Blade Corporation employees will battle it out here, fighting for the ultimate champion title. This will also mark the finale of my and Nana's journey in Enshrouded, together with our audiences. Stay tuned for the upcoming “the Enshrouded Squid Game”. Anything can happen here, there is no rule of law, no legal protection for you all. Don't come any closer! Ahead lies... No, No! I mean... I was thinking it's you... Fxxk! That’s a.... Emma is about to reach the next door!! You're trying to trick me! Did XXX fall down?!! Did XXX fall down !!!! You're too bad~ No, Nekobu don’t run! Nekobu, back to your position Nekobu, go back to... Oh yeah~ Boss, I don't have the pickaxe... Okay! Get ready, huh. Get ready Any accidents that happen will also count as being eliminated. (Chanting...) Someone used teleportation! Life is like this, the choice, one wrong step can have a profound impact on what follows.
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Channel: Kim和Nana的遊戲世界
Views: 14,968
Rating: undefined out of 5
Keywords: 霧鎖王國 建築, 霧鎖王國 奇觀, 霧鎖王國 建造, 霧鎖王國 遊玩解說, 霧鎖王國 介紹, 霧鎖王國 試玩, 遊戲, 生存建造遊戲, 霧鎖王國 多人
Id: f-OxzvhxSUU
Channel Id: undefined
Length: 11min 38sec (698 seconds)
Published: Mon Feb 12 2024
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