Almighty Game Designer

Chapter 555 Thunder Interactive Entertainment: Dark God Factory!

Not long after the release of the two games "Dark Souls" and "Knight Glory", major domestic and foreign mainstream game media have released game reviews one after another.

To everyone's surprise, even in Europe and the United States, "Dark Souls" has achieved a one-sided success!

When the game evaluation media in Europe and the United States were blowing "Dark Souls", they were even more ruthless than the domestic media, which made many players wonder, how much money did Chen Mo give them?

Some European and American game media even gave "Dark Souls" a near-full score, especially in the aspects of combat system, level design, world view design, etc., and even some media called "Dark Souls" It is "the unique masterpiece of cold weapon combat design", and even regards Thunder Interactive Entertainment as "Dark God Factory"!

With the continuous release of a large number of game evaluations, players were surprised to find that even in Europe and the United States, "Knight of Glory" was completely crushed by "Dark Souls", whether it was professional evaluation, player ratings or sales, "Dark Souls" "Soul" has surpassed "Knight Glory" in an all-round way, and it is still showing a rising trend!

As more and more professional evaluations are released, many players also understand where the unique charm of "Dark Souls" comes from.

It has to be said that ordinary players pay more attention to the experience and feelings obtained in the game, while some professional media will analyze the design in a game more accurately. Such evaluations often pay more attention to the artistry and design techniques of the game.

After analyzing "Dark Soul", the game media summarized the advantages of this game into three aspects.

The first point is the extremely rich combat system. There are a wide variety of cold weapons in "Dark Souls", and there are even many weapons that cannot exist in reality, and these cold weapons have their own usage.

Players can use weapons such as daggers and straight swords for speed and flexibility, or large swords and sledgehammers for lethality. However, different weapons have different characteristics, and no matter what weapon is used, there will be corresponding weaknesses, and these weaknesses must be compensated by the player's good operation.

This is in stark contrast to "Knight of Glory". Although "Knight of Glory" is born out of real battles, the combat methods are very simple, and many times the player's reflexes and character attributes are tested.

However, in "Dark Soul", there are many combat skills. Players can even interrupt the opponent's attack by predicting the knife in advance, and at the same time cooperate with special mechanisms such as shield counter, tumbling, back stab, execution, etc. The entire combat system is very rich. .

The second point is the pinnacle of level design. The mainstream level design in this world is still numerically driven, which means that monsters are getting stronger and stronger, mainly because their attributes are getting higher and higher.

Many game companies are even considering taking advantage of various algorithms to randomly refresh many monsters, and at the same time giving these monsters corresponding attributes through the player's level progress, creating a sense of randomness for the player.

However, in this mode, the player's experience of breaking through the level will become very boring. As long as the player's attributes can crush the monster attributes of this level, that is, cutting melons and vegetables all the way.

If the player's attributes are not up to standard, it will be very painful during the battle, and even if the skill is good, it will be difficult to pass the level.

But Dark Souls chose another way, which is to carefully plan every monster in the level. Although monsters will randomly refresh their positions within a small range, the overall configuration remains the same.

Coupled with the different characteristics of monsters and well-designed conspiracies, when players challenge a certain level, they are equivalent to solving puzzles.

Is it pulled out one by one? Or does it cause terrain kills to monsters in a specific way? Or put on specific equipment and go straight to it?

Different players have different methods, but not every method is applicable. Players must try repeatedly to research the optimal solution for this level.

At the same time, using the design that all monsters will be resurrected after the bonfire,

Although the difficulty of the game is greatly increased, it also guarantees the integrity of this level design to the greatest extent.

If the monster is not resurrected, then the player only needs to slowly move one by one, and one day he will clear the level, but this is obviously not the original intention of the game "Dark Souls" when it was designed.

"Dark Souls" hopes that players can solve the puzzle perfectly, and get from one campfire to another under the premise of limited blood and blood bottles.

Although this level design is very difficult or even desperate for many people, it ensures that the level experience of "Dark Souls" will always remain at a very high level, without any discounts.

And Dark Souls is popular not because it's hard, but because it makes sense.

The point of this game is not the suffering itself, but the sense of accomplishment that comes after suffering.

Other games are the growth of the player's character, and "Dark Souls" is the growth of the player himself.

At the beginning, players have to drink elemental bottles to deal with a skeleton, but later they can parkour all the way to the boss room and kill them as fast as possible.

From a newbie to a boss, the player's characters may not have become much stronger, but the player itself has actually become stronger.

The charm of the level design of "Dark Souls" is that it does not deliberately make things difficult for players, but guides players through repeated failures, allowing players to try different methods, and finally find the most suitable way to clear the level.

At the same time, "Dark Souls" has achieved the ultimate in the charm of exploration.

While this isn't an open-world game, Dark Souls allows players to explore multiple routes.

Different areas have different difficulties. "Dark Soul" does not mandate that players must follow a certain line. If some bosses kill the old woman directly after winning the second boss and defeat the dancer, enter the game. This high-end area of ​​Lothric City.

At the same time, there are a large number of hidden props in the corners of the map, and these props hide the unknown history of "Dark Souls".

Through the description of these props in a few words, players can make up the story behind the prop and the world background of the entire "Dark Soul".

The third point is the unique game characteristics. Although many people already had a certain understanding of Diablo games as early as the "Diablo" period, it is clear that the launch of "Dark Souls" has pushed the concept of Diablo games a big step forward. !

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