Game Making: The Latest Chapter Begins With Healing the Player

Chapter 93: Black Soul's Arrangement

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In its previous life, Dark Souls was a pretty huge series.

From the first generation to the series

The third part of The Last Generation of Chuanhuo.

It tells players a magnificent and epic story about the Age of Fire.

Among them, the first and third generations have left a deep impression on players.

Mainly because the second generation was not personally operated by Hidetaka Miyazaki, and it was criticized by many players.

That is, there are many places in Soul II that adopt the difficulty of stacking monsters.

This is also the reason why the second generation is not as well-known as the first and third generations.

As for Chen Xuyou’s choice to develop “Dark Souls 3”.

The reason is very simple.

That is, in the third generation, the concept of the entire Souls game has actually become mature.

For example, Demon's Souls, the first-generation Souls game, many players find this game to be more difficult than Souls III, while some also find it easier.

But the difficulty of this game is not actually the BOSS battle, but more the anti-human design and the malicious map.

"Dark Soul" is different. It can be said to be a standard level-driven game, or even a backboard game.

Compared with the first generation, many players think that the third generation is simpler, which is completely fine.

Because the third generation is indeed the most suitable one for beginners to get started with Souls games.

If we want to make a ranking for Hidetaka Miyazaki's Souls-type games, we will temporarily put Souls II, which was not produced by himself, and Evil Souls, which is Hidetaka Miyazaki's first attempt at a Souls-type game and has immature concepts. open.

The difficulty is that compared to Soul 1, Sekiro, Bloodline, and Elden's Ring, Soul 3 can be said to be the easiest. (Don’t fight. If you want to fight, go to Miyazaki Hideo, because this is what the old thief said himself when he was interviewed by Famitsu about the Dharma Ring)

It is different from Soul 1, which allows players to run around in the center of the Fire Sacrifice and then accidentally enter the advanced area.

Soul 3 arranges the rhythm of the game very thoughtfully. It is roughly the pattern of study-examination-graduation-study-examination. It can be said that it is a step-by-step process.

Because of this, Souls 3 is also the highest-selling Souls game to date in terms of sales.

Of course, the difficulty of Souls 1 is also closer to that of Evil Souls. After all, it is an early work of the Souls series.

But there is one difference from the map of Ghastly Souls, that is, due to the limited funding and content of development at the time, Souls 1 adopted a very tricky method.

Reference was made to Metroid and Castlevania: Rhapsody Under the Moon, and for the concept of map structure design, the Möbius strip model was adopted.

Instead, this became a highlight of the Souls series and has been retained ever since.

It can be said that Miyazaki Hidetaka's soul games have any breakthrough achievements.

Just like Zelda: Ocarina of Time, the specifications of 3D games are determined, but in fact, there is no such thing in Souls games.

Because all the settings have already been born.

Rolling, shield counterattack, backstab, hook lock, block, including map design and fragmented plot are not the first of Dark Souls.

But its biggest feature is that it combines these existing settings to create a game with a unique style.

The so-called difficulty is just a superficial label.

If you really think that soul games are difficult, then it can only be said that you are going in the wrong direction.

It is precisely for these reasons that the affordability of players in the parallel world is considered.

Chen Xucai chose Soul 3 as the next new game to be developed.

Of course, another reason is that in terms of development capabilities, as a level-driven game, it is simpler than ordinary games.

And as a project that builds the reputation of the Nebula gaming platform, dissemination must be taken into consideration.

Soul-based games with unique charm are obviously a more suitable option.

After all, the live broadcast industry in the parallel world is also very complete compared to the previous life. The popularity of games like "Dark Soul" has also been greatly improved through the medium of live broadcast platforms.

In the previous life, "Dark Souls 3" and "Sekiro" were very popular in China, which is completely inseparable from the development of the live broadcast and video industry.

As for the plot, this is not a problem at all, because the soul-based game itself is more important than the plot, and the level design is more important.

Of course, fragmented narrative is still a major feature of Souls games.

Unless you are a genius player, it is basically impossible to fully understand the story of the Souls game in just one game.

After playing through the game for a week, you can only get a rough idea.

Many plots will not be told directly to you during the game, but are hidden in various places in the game, requiring players to piece them together.

This also leads to the unique charm of the Soul series, which is: a thousand players have a thousand opinions.

Everyone has a unique understanding of the story of Dark Souls.

Because a lot of content about the plot and worldview is scattered in the game in the form of fragments.

It usually takes some digging to roughly understand the direction of a story.

Therefore, later on, the story of "Dark Soul" was constantly explored and studied by players, and some jokes about soulologists were also derived.

Soul III, as the story of the end of the Age of Fire, can be presented to players using flashback techniques.

We just need to deal with some tributes and Easter egg elements in the game and use them as foreshadowing for the subsequent prequel.

… … …

In the office of Nebula Games, Chen Xu was leaning on his chair with his eyes closed, thinking about the next direction of "Dark Souls".

As for the design concept draft of the gameplay, Chen Xu is not in a hurry for the time being.

Because even if his liver comes out now, project development will still require a period of preparation.

Before that, the points accumulated from "House Kitchen" years ago can be used to draw a lot to improve one's abilities in various aspects, and by the way, I can also see if I can draw some good props.

As for "Three Kingdoms" and "Jelly Bean Man", they still don't provide many points.

Because these two games were officially launched after the gameplay exhibition.

So not many points are provided.

After thinking about the next direction of "Dark Souls" in his mind, Chen Xu opened the browser and the backend of the Nebula gaming platform, and paid attention to the performance of "Jelly Bean Man" and "Three Kingdoms".

"Dark Soul", as Nebula Games' first AAA game, is considered a long-term project.

Although the players expressed great expectations, it was obvious that he could only tell the players that he was doing it.

"Three Kingdoms" and "Fall Bean Man" will be the mainstay of Nebula Games in the next period of time.

And not just Chen Xu himself.

Many game designers in the industry have been staring at the two games "Three Kingdoms" and "Fall Bean Man".

After all, during the gameplay exhibition, these two games were really eye-catching.

Many game designers and manufacturers are also very concerned about the relevant data of these two games after they are officially launched.

A game is not successful just because it is popular. Revenue and sales are the core factors that determine the success or failure of a game.