Almighty Game Designer Chapter 593: Aren’t the people who come to play this game just to suffer?
A fan of "Dark Souls" suddenly reacted: "By the way, don't you say that the "Dark Souls" prequel is particularly fun? Then you don't hurry up to continue playing? We will have to wait then You have a strategy!"
Another player also echoed: "Yes, you quickly go back to the game deck and continue playing, now you can play by yourself, why don't you cherish it, and you are still fishing outside?!"
Zou Zhuo: "???"
He was almost surrounded by a group of "Dark Souls" fans and pushed back to the game cabin.
Zou Zhuo can’t wait to smoke yourself. Why do you have to say "The Dark Souls prequel is fun"? Isn’t this really pitting yourself...
Now it’s okay. The door of the game cabin was blocked by a group of people. It’s impossible to come out without filling the experience time of the game cabin today...
……
Regarding the prequel of "Dark Soul", the main body is actually produced based on the content of Chen Mo's previous life "Dark Soul" 1. Of course, this mainly refers to the plot and level design.
In the combat system, Chen Mo retained some of the more distinctive weapons and spells of the first generation, and also rebalanced these, making some adjustments to weapons such as two-handed swords and swords.
At the same time, it is also considered to be closer to the weapon system of "Dark Souls" 3 to make it easier for players to use.
In addition, the scenes and models have to be changed to the VR version anyway, so the art resources are basically completely reworked. While maintaining the art style of "Dark Souls", the accuracy of the models, movements and physical collisions, etc., All have a qualitative leap.
The prequel of the VR version of "Dark Souls", the royal city will be a huge city-state, when the players walk in the royal city, they will definitely feel like a world away.
In addition, the most commendable aspect of "Dark Souls" 1 is the excellent level design. The levels are not only full of puzzle factors, but traps and conspiracies are everywhere.
The most important thing is that the entire scene map is made into a huge, perfect whole, divided into an upper, middle and lower N-layer structure. The fire-passing sacrificial site happens to be in the center of the entire map, extending in all directions.
As for the problem that the bonfire cannot be teleported, Chen Mo did not make any changes, because the entire gameplay design of "Dark Souls" 1 is highly mature and affects the whole body. If you change it, it is easy to correct the problem.
The bonfires in "Dark Souls" 1 cannot be teleported. You can only teleport freely between the bonfires after entering the royal city and getting the royal artifact.
If it’s in "Dark Souls" 3, this situation will definitely be very painful. Players have to run a lot of wrong roads, but "Dark Souls" 1 does not have such a serious problem because of the excellent levels. design.
There are many shortcuts throughout the map. As the central location of the entire map, the Fire Passing Sacrifice Site is easily accessible to many places.
In addition, the campfire can be upgraded, weapons can be repaired, and so on. Basically, in "Dark Soul" 3, the operations that players need to perform in the fire-passing sacrificial field can be performed by the campfire.
Besides, it can be teleported only after obtaining the king's weapon, which is also a very important refreshing point for players in the middle of the game.
Therefore, although it is particularly painful to not be able to teleport, this design also has its inherent logic. If it is changed to teleport, it will affect the gameplay of the entire game, so Chen Mo chose to continue this design.
For masters, there is actually no big difference between whether they can send or not, because they will calculate the optimal route; for novices... well, the next topic.
In addition, the previous life of "Dark Souls" was limited by funding issues, and many plots were not made, such as the Oscar plot. In the original design, Oscar would have escaped from the courtyard of the undead with the protagonist and grew up with the protagonist, and finally came to the initial furnace together.
However, due to insufficient funds, this line was cut off. After Oscar got the key to the player, he was knocked off the roof by the demon. Before he died, he gave the element bottle and key to the player, which became a guide. NPC.
When the player returned to the Immortal Yard again, Oscar had already become a living corpse, and he received the lunch very neatly.
For Chen Mo, funding is not a problem at all, and this story line is not too difficult to make, so he supplemented the Oscar story line according to his own ideas.
Of course, the biggest difference between "Dark Souls 1" and "Dark Souls" 3 is the atmosphere.
All players who have played "Dark Soul" 1 feel the same, that is, "Dark Soul" 1 is more depressing than "Dark Soul" 3.
Depression comes from many aspects, the atmosphere is more lonely, the environment is darker, the mobs are more and stronger, and so on. Strictly speaking, "Dark Souls" 1 is really difficult, and in terms of design, it is not a very flattering design.
Many designs of "Dark Souls" 3 have been trying to reduce the difficulty, but there are still so many players choosing to abandon the pit, which is enough to show that it is a veritable **** game. Obviously, Hidetaka Miyazaki also hopes that "Dark Souls" can become a more popular game, so that more newcomers can enter this threshold.
Strictly speaking, Chen Mo faithfully reproduced the content of "Dark Soul" 1 in the prequel to "Dark Soul", which is a kind of "reversing" behavior. Obviously, making games easier to use is the general trend of games in this era. Hardcore games that require a lot of practice and backboard are inevitably reduced to a niche.
But Chen Mo didn't care. Because for him ~IndoMTL.com~ The prequel of "Dark Souls" was not made for sales, but to complement "Dark Souls", making this work a classic game that can be named in the history of VR games in the world , Which means to maximize the characteristics of the game "Dark Souls".
"Dark Soul" 1 is like a perfect artwork. Although it is very abnormal, its level design, game difficulty, and game plot are all classics. For Chen Mo, even at the expense of some sales , But also to make the essence of this game.
As for whether the player will suffer...
Just kidding, don’t the players who come to play this game come to play for suffering?
……
Three days later.
The topic of the prequel of "Dark Souls" has been heated up on the Internet. On the eve of the release of the prequel, many players were extremely excited.
In the past three days, many old players have gone to Chen Mo’s experience store to experience the prequel of "Dark Soul", and there are many of them who can pass most bosses of "Dark Soul" without injury. character.
But in the past three days, in Chen Mo's experience store, it is simply sorrowful...
Players who tried the prequel of "Dark Soul" have basically played "Dark Soul". They thought that at their own level, they had already been so proficient in "Dark Soul" before playing The prequel should come in handy, right?
But they soon realized that they were wrong, and that they were wrong. Those players who feel good about themselves are all being abused in the game to their deaths...
In addition to the more malicious levels, more complicated maps, and stronger mobs, there are also other setting reasons, such as human nature and the setting that bonfires cannot be teleported, which makes many "Dark Souls" Of players almost collapsed.
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