Chapter 1246: The Core Concept of Distinguishing Tradition

Regarding the detailed gameplay of "Death Stranding", there is also a detailed content, which is naturally difficult to describe simply.

To put it simply, it's like Mario Kart, Portal, and Super Mario: Fabrication.

"Death Stranding" is more special.

Because whether it is a game like "Portal" or "Mario Kart" and "Super Mario Fabrication", one of the concepts of game design is based on the core gameplay, and then dig deeper into this gameplay to extend the exquisite design.

Then apply the gameplay to the plot of the game, as well as set the theme.

In the case of "Death Stranding", it is based on a plot and setting of the game, so as to extend a corresponding gameplay and enrich the system of the entire world.

It's like games like Red Dead Redemption and GTA.

Trying to tell a story, and then building around that scripted story, creating a real open world.

That's why, unlike other open-world games, if you play GTA, once you enter the main quest, you'll find that when you open the map, some of the other logos of Los Santos will disappear.

Players can't seem to do anything else on the map except for the main quest story, and some over-the-top moves will directly fail the quest.

Because from a certain point of view, the main core point of a game like GTA is not the openness, but the world.

And "Death Stranding" is the same, because of Hideo Kojima's dedication to movies, "Death Stranding" is also an obvious cinematic immersion game, just like "Metal Gear Solid: Phantom Pain".

Similarly, Yang Chen studied the film at the beginning, and he can also understand some of the content of Hideo Kojima in "Death Stranding" from some angles.

But "Death Stranding" will never be made into a movie.

Because it's all about interaction.

And movies can't let the audience experience this kind of interaction.

But games can.

And "Death Stranding" is actually more like a pioneer, opening up the game in a new direction.

In the past, games generally used the game's graphics or plot to express the idea of the plot in the game, but "Death Stranding" uses the game's unique 'interaction' characteristics to express it.

From these perspectives, it's like R-Star Pair's dedication to creating an open world in order to show an excellent scripted story.

The same goes for Death Stranding.

"Mr. Yang, isn't this set of gameplay settings a little too risky?" In the conference room of Nebula Games, Lin Jiayi asked Yang Chen.

The background of the whole game, the world view, and these things are not yet fully understood.

But Yang Chen also talked about the core of the game's content and gameplay.

That is to match the mood of the game, with a weak connection, just like in Dark Souls and Bloodborne players can see other players' messages.

It allows players to feel the connection between people, so as to match a plot of "Death Stranding".

The player plays Sam in the game, whose profession is the courier boy.

It is also this profession that can better justify itself and have a responsibility for links.

According to the gameplay that Yang Chen said, it made Lin Jiayi feel completely different from traditional games.

That is the arrangement of game nodes in the game, which is completely different from the traditional game concept.

"The node is not the point, the plot of "Death Stranding", as well as the setting, and its concept, are destined to be a game with a process greater than node feedback." Yang Chen understood what Lin Jiayi meant, shook his head lightly and said.

It is also precisely because of this setting that the "Death Stranding" in the dream memory is controversial.

Most games generally focus on nodes.

For example, "The Witcher: Wild Hunt" and "Red Dead Redemption".

The content of these games basically follows a principle from point A to point B.

Point A triggers the plot, and point B ends the plot with a battle, or continues to trigger and goes to point C.

And there is not much content on the node between A and B.

For example, "The Witcher: Wild Hunt" is about hurrying, and "Red Dead Redemption: Redemption" is about horseback riding.

Of course, there will be some random missions along the way, but more of them are just for the sake of enrichment.

One of the more special ones is "The Legend of Zelda: Breath of the Wild", because there will be various unexpected discoveries on the map between point A and point B, but in essence, the content of this accidental discovery is scattered on the map as small nodes.

This is the node content of traditional games.

Death Stranding, on the other hand, is similar to games like Euro Truck Simulator.

Put the feeling and experience of the game in the middle of the journey.

The process of going from point A to point B is the core of the game experience, how to hurry, and the sourness and hardship in the process of rushing are the core.

The plot and CG animation triggered from point A to point B are the rewards that Hideo Kojima gives to players in the game.

Including the music during the journey, etc., are similar to the rewards for obtaining equipment after completing a mission.

At the same time, in order to strengthen the core experience of the middle rush, there are also many systems in the game.

One of the most important mechanisms is management.

Just like the original "Resident Evil" developed by Yang Chen, the player in the game controls Leon, but the backpack is very limited, and the choice of materials is required.

Whether it's with bullets or medical supplies, that's management.

And in "Death Stranding", it is also necessary to manage Sam, manage the courier, and manage the delivery vehicle.

Loads, balances, the risk heights of the route, the way to transport goods, including the battle against the Mir, and the battle of the BT.

It can be said that how to manage is a core of "Death Stranding".

"It's different from the mainstream game system, so let's try to see if we can break it." Yang Chen looked at Lin Jiayi and stretched his waist and said.

No game can be perfect.

Yang Chen has a deep understanding of this.

Death Stranding is far from it, GTA can't do it, Super Mario: Odyssey can't do it, and The Legend of Zelda: Breath of the Wild can't do it either.

For Yang Chen, trying to present the most perfect appearance of each game as much as possible is what he wants to do.

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