Almighty Game Designer

Chapter 560: Thunder Entertainment Dark God Factory!

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Shortly after the release of the two games "Dark Soul" and "Glory of the Knights", major mainstream game media at home and abroad have released game reviews.

To everyone's surprise, even in Europe and America, "Dark Soul" has achieved overwhelming success!

When those game evaluation media in Europe and the United States were blowing up about "Dark Soul", they even played it harder than the domestic media. This made many players wonder, how much money did Chen Mo give them

Some European and American game media even gave "Dark Soul" a close to full score evaluation, especially in terms of combat system, level design, world view design, etc., and some media even called "Dark Soul" It is "a unique masterpiece of cold weapon combat design", and Leiting Huyu is even regarded as "Dark God Factory"!

As a large number of game reviews continue to be released, players are surprised to find that even in Europe and the United States, "Knight Glory" is completely crushed by "Dark Soul". Whether it is professional evaluation, player ratings or sales, "Dark Soul" Soul" has surpassed "Glory of the Knights" in an all-round way, and it is still showing a rising trend!

And as more and more professional evaluations are released, many players also understand where the unique charm of "Dark Soul" 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 of a game more accurately. This kind of evaluation often pays 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 an extremely rich combat system. There are a wide variety of cold weapons in "Dark Soul", and there are even many weapons that cannot exist in reality, and these cold weapons have their own usages.

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

This is in stark contrast to "Glory of the Knights". Although "Glory of the Knights" was born out of real-life battles, the fighting methods are very simple, and the player's reaction and character attributes are often tested.

But in "Dark Soul", there are many fighting skills. Players can even interrupt the opponent's attack by predicting the knife in advance. At the same time, with special mechanisms such as shield counter, roll, backstab, and execution, the entire combat system is very rich. .

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

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

But 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, it will be cutting melons and vegetables all the way.

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

But "Dark Soul" 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 unchanged.

Coupled with the different characteristics of monsters and well-designed plots, when players challenge a certain level, it is equivalent to solving puzzles.

Pull them out one by one and beat them one by one? Or does it cause terrain kills to monsters in a specific way? Or put on specific equipment and just rush over

Different players have different methods, but not all methods are applicable. Players must try repeatedly to find the optimal solution for this level.

At the same time, the design that all monsters will be resurrected after using the campfire greatly increases the difficulty of the game, but it also ensures the integrity of this level design to the greatest extent.

If the monsters don't come back to life, then the player only needs to grind one by one slowly, and one day they will pass the level, but this is obviously not the original intention of the game "Dark Soul" when it was designed.

"Dark Soul" hopes that players can solve puzzles perfectly, and reach from one bonfire to another under the premise of limited blood volume and blood bottles.

Although this level design is very difficult or even desperate for many people, it ensures that the level experience of "Dark Soul" is always maintained at a super high level without any discount.

Moreover, the reason why "Dark Soul" is popular is not because it is difficult, but because it is difficult for a reason.

The significance of this game is not in the suffering itself, but in the sense of accomplishment after suffering.

In other games, the player's character grows, but "Dark Soul" is the player's own growth.

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 at the limit.

From a newcomer to a boss, the player's character may not have become much stronger, but the player himself has actually become stronger.

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

At the same time, "Dark Soul" has made the charm of exploration to the extreme.

Although this is not an open world game, "Dark Souls" allows players to explore a variety of routes.

Different areas have different difficulties. "Dark Soul" does not force players to follow a certain line. If some bosses completely kill the old woman after defeating the second boss and defeat the dancer, enter This high-end area of Losric 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 Soul".

Through the item descriptions in a few words, players can imagine the story behind the item and the world background of the entire "Dark Soul".

The third point is the unique game characteristics. Although as early as the "Diablo" period, many people already had a certain understanding of the dark game, but obviously, the launch of "Dark Soul" has pushed the concept of the dark game a big step forward !