Almighty Game Designer

Chapter 599: People who come to play this game just want to suffer

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A fan of "Dark Soul" suddenly reacted: "By the way, little fat man, didn't you say that the prequel of "Dark Soul" is very fun? Then why don't you hurry up and continue playing? We will have to wait for you to release a strategy Woolen cloth!"

Another player also echoed: "That's right, you hurry back to the game cabin and continue playing, now you can play by yourself, why don't you cherish it, and still fish outside?!"

Zou Zhuo: "???"

He was almost surrounded by a group of "Dark Soul" fans and pushed back to the game cabin.

Zou Zhuo can't wait to beat himself up, why do you have to say "the prequel of "Dark Soul" is very fun", why don't you cheat yourself...

Well, now that the door of the game cabin is blocked by a group of people, it is impossible to come out today without filling up the experience time of the game cabin...

Regarding the prequel of "Dark Souls", in fact, the main body is based on the content of "Dark Souls" 1 in Chen Mo's previous life. Of course, this mainly refers to the plot and level design.

In terms of the combat system, Chen Mo retained some of the distinctive weapons and spells of the first generation, and rebalanced them, making some adjustments to weapons such as the two-handed sword and the Guan knife.

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

In addition, the scenes and models are going to be changed to the vr version anyway, so the art resources are basically completely redone. While maintaining the art style of "Dark Soul", model accuracy, movements and physical collisions are all there. Great progress.

In the vr version of the prequel of "Dark Souls", the royal city will be a huge city-state. When players walk in the royal city, they will definitely feel as if they are from another world.

In addition, the most commendable thing about "Dark Soul" 1 is the excellent level design. Not only are the levels full of puzzles, but traps and conspiracies are everywhere.

The most important thing is that the entire scene map has been made into a huge and perfect whole, divided into upper, middle and lower n-layer structures, and the fire-spreading sacrificial field is just in the center of the entire map, extending in all directions.

Regarding the problem that the bonfire could not be teleported, Chen Mo did not make any changes, because the entire gameplay design of "Dark Souls" 1 is highly mature, and if it is changed, it will affect the whole body, and it is easy to correct the problem.

The bonfires in "Dark Soul" 1 cannot be teleported. Only after entering the royal city and obtaining the king weapon can they be freely teleported between the bonfires.

If it was in "Dark Soul" 3, this situation would definitely be very painful, and players would have to go a lot of wrong ways, but "Dark Soul" 1 actually didn't have such a serious problem, because of the excellent level design.

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

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

In addition, teleportation can only be done after obtaining the king weapon, which is also a very critical point for players in the middle of the game.

Therefore, although it is very painful not to be able to teleport, this design also has its internal logic. If it is changed to be 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 novices... well, the next topic.

In addition, the "Dark Soul" in the previous life 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 Undead House 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. After Oscar got the key for the player, the demon knocked him off the roof. Before he died, he handed over the element bottle and the key to the player and became a guiding npc.

When the player returned to the Undead House, Oscar had already turned into a living corpse, and he received the lunch very simply and neatly.

For Chen Mo, funding was not an issue at all, and this story line was not too difficult to implement, 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 Soul" 1 have the same feeling, 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, there are more and stronger mobs, etc. Strictly speaking, "Dark Soul" 1 is really difficult, and from a design point of view, it is not a very flattering design.

Many designs of "Dark Soul" 3 have tried their best 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 Soul" can become a more popular game, so that more newcomers can step into this threshold.

Strictly speaking, Chen Mo's prequel to "Dark Souls" faithfully reproduces the content of "Dark Souls" 1, which is an act of "backtracking". Obviously, making games easier to learn is the general trend of games in this era, and hardcore games that require a lot of practice and backboards will inevitably become a niche.

But Chen Mo didn't care. Because for him, making the prequel of "Dark Soul" is not for sales, but to complement "Dark Soul", making this work a classic game that can be famous in the history of vr games in the world, that is to say It is necessary to maximize the characteristics of the game "Dark Soul".

"Dark Soul" 1 is like a perfect work of art. Although it is very abnormal, its level design, game difficulty, and game plot are all classics. Bring out the essence of this game.

As for whether players will suffer...

Just kidding, don't the players who come to play this game come to play to suffer

three days later.

The topic of the prequel of "Dark Soul" has been heated up on the Internet. On the eve of the prequel's release, many players are extremely excited.

In the past three days, many old players have gone to Chen Mo's experience store to experience the prequel of "Dark Souls".

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

The players who try to play the prequel of "Dark Soul" basically have already played "Dark Soul". Ready to grab it

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

In addition to reasons such as more malicious levels, more complicated maps, and more powerful mobs, there are other setting reasons, such as human nature and the setting that bonfires cannot be teleported, which makes many "Dark Soul" players almost collapse.