Chapter 1305 Complicated "Official Truancy" Mechanism
Li Yada's remarks made Yan Qi more confident.
Although it is hearsay, Yan Qi can't confirm the authenticity of this statement, but he has to admit that these words are very enlightening to him.
Moreover, it did provide him with an idea for designing games.
You can try it first according to this line of thinking. If it doesn’t work, then let’s talk about it. Anyway, try it out and write a design draft without spending money.
Yan Qi carefully kept the documents that recorded these contents, for fear of losing them.
Then, he began to compare these contents and began to think about what to do with his new game.
"First find a suitable entry point."
"Well...it should be the difficulty of the game."
"For action games, the level of difficulty is very important, and it can be considered in the way of 'spiral' that Sister Li said."
Yan Qi's brain worked quickly and entered a state of contemplation.
He worked hard to substitute himself into President Pei, imagining how to do it if Pei was always himself and now decided to make an action game.
One thing is certain, President Pei will definitely make a big change in the practice of "Going Back to the Shore".
And this kind of big change is not to overthrow and reverse, but to spiral upward.
The original domestic action games were too low in difficulty, not challenging for the players, and the monsters did not do enough damage, so it didn’t matter if the players slashed a few times, almost never died, and there was no punishment mechanism after death.
And President Pei made the design of "Going Back to the Shore" for this point.
Now Yan Qi wants to do the opposite of "Back to the Shore" and make innovations, and he must not reverse the car.
How to make a difference from "Back to the Shore" without going backwards is a problem.
"The difficulty must not be lowered, at least not by too much."
"Because on the premise of ensuring a certain level of difficulty, players will be forced to study the game's combat system and level design. If the player is simply mowing the grass all the way, there is no need to hide skills or use props, just press the attack button. If you can clear the level, no matter how good the combat system and level design are, players will not understand it at all.”
"But on the premise of maintaining the difficulty, we have to make a difference from "Back to the Shore"..."
"Um……"
"Skip?"
"It seems that there is only one way."
"But you can't escape casually, there must be certain restrictions."
"It doesn't need to be difficult all the time, getting more and more difficult, but it can be simpler in the later stage. Of course, this simplicity is based on certain methods and the official 'skipping mechanism'."
"That's right, the official skipping class! While feeling the hard-core charm of action games, players can also explore various ways to clear the level."
"In the later stage, this kind of fun can become the fun of fitting and playing routines, which is equivalent to providing players with more diversified customs clearance and play methods!"
Yan Qi quickly thought of a solution.
Of course, it's mainly because other paths have been traversed. With "Back to the Shore" ahead, in order to distinguish it from "Back to the Shore", he has only this path to take.
The solution Yan Qi came up with was that the official skipped class.
And this kind of official skipping class is different from Purdue in "Back to the Shore".
Purdue’s method of skipping class still hasn’t jumped out of the combat system of “Back to the Shore”, it is a purely numerical skipping class. When dealing with specific enemies, this weapon has high damage and quick shots, so it can skip classes.
The significance of the existence of the weapon of Purdue is not only to allow handicapped players to pass the customs, but also to highlight the philosophical value of the game "Back to the Shore".
There are advantages, but there are also corresponding disadvantages.
Game design is not perfect, it must only satisfy the tastes of some players at the expense of others.
"Back to the Shore" is actually a game that does not allow skipping classes. You can skip classes, but you have to make up for everything later.
Skipping classes with Purdue means you can't have a perfect ending.
But what if the designer added more complex systems to the game, allowing players to pass through spells, long-range attacks, or special outfits, and they could pass the level in a simple way?
In this way, the biggest problem is to lose the philosophical connotation of "Back to the Shore", but what Yan Qi did was not originally "Back to the Shore", he could not inherit this philosophical connotation, let alone reach the level of "Back to the Shore" breaking the dimensional wall.
The advantage of this is that the player base is broadened, and for some players, the fun in the later stages of the game is stronger.
The game "Going Back to the Shore" actually emphasizes the process of a player's own growth, and the growth of characters in the game is very limited.
Some bosses can use the initial weapons to hit the final boss, or clear the whole process without injury, which is the reason.
If the attributes of the final boss are tens of thousands or hundreds of thousands of times the attack power of the initial weapon, it is impossible for the player to clear the level with the initial weapon.
In order to let players better experience their own sense of growth, "Back to the Shore" deliberately compresses the growth value of the characters in the game.
In other words, upgrading can make you suffer less, but not free from suffering; and after your own skills have grown, you can also clear the level with an initial weapon without damage.
This is the characteristic of "Back to the Shore".
Originally Yan Qi did not dare to deny it, but now Yan Qi realizes that he must deny it, otherwise the game he makes is a parody of "Back to the Shore" and has no meaning of existence.
The solution Yan Qi came up with was to re-add the character's numerical growth back to give players another way to clear the game.
It doesn’t matter if the handicapped players skip classes all the way to pass the level, they can play as they like; the big players can still challenge themselves, play all kinds of non-injury records, and be admired by others; in the later stage, after the player’s technology reaches the bottleneck, they can continue Go play character builds, explore game mechanics, and extend the life of the game.
After confirming this, Yan Qi began to think about how to "officially skip class".
"The basic combat system of the game can be regarded as martial arts, swords, spears, swords and halberds... Various weapons have different usages, just like each weapon in "Back to the Shore" has different weapon skills."
"And the battle system other than that can be regarded as an official skipping class, or a way to reduce the difficulty and make it easier to clear the game."
"Actually, the way to skip class is very simple, nothing more than spells, long-range attacks, and some game mechanics with powerful effects such as rebirth and temporary invincibility."
"And the packaging of these contents, combined with the Chinese cultural background, can be made into different systems such as Taoism, Buddhism, Confucianism, and the Art of War."
"In Taoism, the key words are alchemy, spells, psychics, formations, etc."
"Buddhism, the key words are body training, mind cultivation, precepts, transcendence, etc."
"Confucianism, the key words are to seek knowledge, self-denial and self-restraint, etc."
"The art of war, the key words are bows and arrows, formations, efficient use of various weapons and armors, etc."
"These four systems have to be distinguished, and each has its own characteristics, and players can't take care of it. They must choose the appropriate system to match their own weapons and play styles."
"These four systems are actually assisting and improving the character's strength, but the focus is different."
"Taoism, alchemy can provide buffs to characters, and the effect is excellent, but it has a certain duration and needs to consume materials. A spell can add buffs to yourself, and can also restrict monsters and enemies. Psychic can summon ghosts, and set up arrays. It is through the advance arrangement of spells that you can obtain specific effects when fighting within a certain range."
"Daoshu is more suitable for players who like to make full preparations before the battle and pursue maximum improvement."
"Buddhism emphasizes the cultivation of the character itself. Body training can increase attack power and reduce damage. The effect is long-lasting, and it does not need to consume materials, but the value is not as good as Taoism. When attacking specific monster enemies, it may also be Buddhadharma. There's an extra damage bonus."
"Dharma should be more suitable for lazy players, providing a permanent buff effect, no need for complicated pre-battle preparations, and no need to worry about running out of materials when half of the battle is over."
"Confucianism, you can see through the weakness of the boss through the knowledge of things, you can strengthen your own attack to attack the weakness of the boss, and the defense of the player character will not be improved, but for the unharmed player, it is the best way to kill the boss quickly. Excellent choice."
"Confucianism is more suitable for big players, because Taoism, Buddhism and the art of war all have means to enhance their own defense and survivability, but Confucianism does not. Under the subtle operation of big players, Confucianism can achieve the boss faster. For quick kills."
"The Law of War is to allow players to better improve the lethality of bows and arrows, the defense of armor, and the group gain effect when connecting online or summoning NPCs. It is also a permanent buff and has good versatility."
"The Art of War is more suitable for players who are just getting started. Although it also consumes materials and requires pre-battle preparations, the usage is relatively simple, and the effect is particularly significant in the early stage. In the later stage, it also has a good improvement effect for some partial gameplay, such as bow and arrow flow."
"Players can freely choose among four systems according to their preferences."
"However, there should be restrictions on the distribution of points, just like talent points. For example, a system must have 100 points to point out the ultimate talent, and players can only get about 220 points in total."
"You can choose to point out the ultimate talents in the two systems, or you can choose to give up one of the ultimate talents and use the points for the middle-level skills of other systems. If you don't even need the ultimate talents, you can average the four systems."
"There is no standard answer to the point method. The key is to match your outfit and play style."
Yan Qi took a look at the prototype of the core combat system he designed and nodded with satisfaction.
It still feels quite interesting, at least it makes a very obvious difference from "Back to the Shore"!