Almighty Game Designer

Chapter 593: Isn't the Person Who Comes to Play This Game Just to Suffer?

A fan of "Dark Souls" suddenly reacted: "By the way, little fat man, didn't you say that the prequel of "Dark Souls" is particularly fun? Then why don't you continue playing? We will have to wait for you to come up with the strategy. Woolen cloth!"

Another player also echoed: "Yes, hurry back to the game cabin to 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 and shoved back to the cabin by a gang of Dark Souls fans.

Zou Zhuo can't wait to beat himself up, why are you saying "the prequel of "Dark Souls" is very fun", why don't you cheat yourself...

That's it, the door of the game cabin was blocked by a group of people, and it is impossible to come out without filling the experience time of the game cabin for one day...

...

Regarding the prequel of "Dark Souls", the main body is actually based on the content of Chen Mo's previous life "Dark Souls" 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 in the first generation, and rebalanced these, and made some adjustments to weapons such as the two-handed sword and Guan Dao.

At the same time, it is also considered to be closer to the weapon system of "Dark Souls" 3, so that players can easily get started.

In addition, the scene and model need to be changed to the VR version anyway, so the art resources are basically completely redone. While maintaining the art style of "Dark Souls", the model accuracy, motion and physical collision are all available. Great progress.

In the prequel of the VR version of "Dark Souls", the royal city will be a huge city-state. When players walk in the royal city, they will definitely have a feeling of being separated from the world.

In addition, the most commendable thing about Dark Souls 1 is the excellent level design. Not only are the levels full of puzzle-solving elements, but traps and conspiracies are everywhere.

The most important thing is that the entire scene map is made into a huge and perfect whole, which is divided into upper, middle and lower N layers.

Chen Mo did not make any changes to the problem that the bonfire could not be teleported, because the entire gameplay design of "Dark Souls" 1 is highly mature.

The bonfire in "Dark Souls" 1 cannot be teleported. Only after entering the royal city to get the royal weapon, can it be freely teleported between the bonfires.

If it was in "Dark Souls" 3, this situation would definitely be very painful, and players would have to run a lot of wrong roads, but "Dark Souls" 1 actually does not have such serious problems, because of the excellent level design.

Throughout the map, there are many shortcuts. As the central location of the entire map, Chuanhuo Sacrificial Field extends in all directions, and it is very convenient to go to many places.

In addition, the bonfire can be upgraded, weapons can be repaired, etc. Basically, in "Dark Souls" 3, the operations that players need to perform in the fire sacrificial field can be performed by the bonfire.

In addition, you can only teleport after you have obtained the king weapon, which is also a very key cool point for players in the middle of the game.

Therefore, although not being able to teleport is particularly painful, this design also has its own internal logic. If it is changed to teleportable, it will affect the gameplay of the entire game, so Chen Mo chose to continue this design.

For experts, it doesn't make much difference whether they can teleport or not, because they will calculate the optimal route; for newbies... Okay, next topic.

In addition, the previous life's "Dark Soul" was limited by funding issues, and many plots were not made, such as the Oscar plot. In the original design, Oscar would have escaped 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 completely cut off. Oscar was knocked down by the demon after he got the key to the player. Before he died, he gave the element bottle and key to the player and became a guiding NPC.

By the time the player returned to the Undead Asylum, Oscar had already turned into a living corpse, and received the lunch very neatly.

For Chen Mo, funding is not a problem at all, and this story line is not too difficult to do, so he completed Oscar's 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 Souls" 1 have the same feeling, that is, "Dark Souls" 1 is more depressing than "Dark Souls" 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 hard, and by design, it's 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 who choose to abandon the pit, which is enough to show that it is a veritable hardcore 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 Souls" 1 in the prequel of "Dark Souls", which is a kind of "reversing" behavior. Obviously, making games easier to use is the general trend of games in this era, and hardcore games that require a lot of practice and backplanes will inevitably become a niche.

But Chen Mo didn't care. Because for him, the prequel of "Dark Souls" is not for sales, but to complement "Dark Souls" and make this work a classic game that can be remembered in the history of VR games in the world, that is to say To maximize the characteristics of the game "Dark Souls".

"Dark Souls" 1 is like a perfect work of art. Although it is very abnormal, its level design, game difficulty, and game plot are all classics. For Chen Mo, even if he sacrifices some sales, he must Bring out the essence of this game.

As for whether players will suffer...

Just kidding, aren't the players who come to play this game just to suffer?

...

three days later.

The topic of the prequel of "Dark Souls" has been hyped up on the Internet. On the eve of the prequel's release, many players were very excited.

In the past three days, many old players have gone to Chen Mo's experience store to experience the prequel of "Dark Souls", and many of them are big bosses who can clear most of the bosses of "Dark Souls" without injury.

But in the past three days, Chen Mo's experience store was filled with sorrow...

Players who have tried the prequel of "Dark Souls" have basically already played "Dark Souls". They originally thought that they were so proficient at completing the "Dark Souls" at their own level, and then playing the prequel should be Get it right?

But they soon realized they were wrong, and horribly wrong. Those players who feel good about themselves are all tortured to death in the game...

In addition to the more malicious levels, more complex maps, and more powerful mobs, there are other reasons for the settings, such as human nature and the setting that the campfire cannot be teleported, which makes many players of "Dark Souls" almost collapse.

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