Chapter 1094: Characteristics of All-Star Smash Bros
Why fighting games are as fleeting as meteors, if it is a player, then the answers given must be varied
For example, I don't like to fight with people, it's too difficult to get started, I can't beat others, there are too few people to play, or other reasons.
But the major game producers are clear in their hearts, and the main reason why fighting games have this situation is that the difficulty of getting started is too high.
To put newbies off, imagine you play a fighting game with a total of 40 characters.
You have to memorize their moves for each character.,If you don't memorize it, you won't even be able to release the skills.,And after memorizing and understanding the skills of each character.,You may not be able to beat others.。
This kind of learning cost will make players wonder from the bottom of their hearts, am I here to play the game, or am I being played by the game?
So is it okay to simplify the threshold of getting started?
Okay, but this is another problem, that is, how to simplify the threshold of entry, as a fighting game, its core is confrontation.
Why is it that even if a fighting game flashes like a comet, there is still no shortage of die-hard fans?
It's because of the depth in it.
Why have MOBA games like "League of Legends" and "DOTA" been popular for several years, and even become more and more popular?
It's also because of the depth.
When the player successfully crosses this novice threshold and is no longer a novice, it will begin to delve into the depths.
For example, in "League of Legends", the most basic skill connection, heroes such as Sword Queen, Noshou, and Crocodile use skills to reset basic attacks to perform combos to instantly hit huge damage, and the card slots, positive and negative supplements, and stuck forest shadows in "DOTA" give them an advantageous position.
These are all levels of depth that can be progressed, from operations to builds, to teamwork.
If a MOBA game is a big pot of rice, experience, level, and economy are all shared, then this kind of in-depth content is not obvious, or lost.
It may be fun when everyone doesn't play, but over time, the player's senses change completely.
This is why many players have a feeling that the best time for a multiplayer game is always when it first comes out, and when everyone can't play it, you will feel that the game is very special and happy to play, but when you can play, some players will get bored, bored, and put down.
And the main reason for this is that the depth of content that needs to be learned in this game after you get out of the beginner period does not hit your G-spot.
It's the same with fighting games, and even this type of game is more profound than other games.
The lower limit determines how much the game's audience can have, and its upper limit determines whether the game is a shooting star or not, and whether it can effectively give players a ladder to continuously study the cost of investment.
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When there was a heated discussion among players in the outside world and the game industry, Yang Chen didn't care at all.
What exactly is the combat mechanic of All-Star Smash Bros.?
Yang Chen has a very clear understanding of this.
Its lower limit?
Even players who don't know anything about fighting games will be able to enjoy it because it's exactly what its name suggests: Smash Bros.
Up to 8 people, single group or team play, it can be said that it is completely entertainment-oriented.
In the dream memory, Yang Chen has to find the biggest and biggest shortcoming, that is, the server matching mechanism of this game, it is useless to have a good network in the whole room, because as long as there are other people who are stuck in the car, then you will also be affected and become Kirby.
This has also led to many players in Smash Bros. being forced to set up more 1v1 rooms instead of matching multiple people.
In addition to these contents, it can be said that the game of All-Star Smash Bros. is truly a two-way design of competition and entertainment.
"Be bold, the second and third phases have a higher and wider flying distance."
"In addition, the player's reaction time should be weakened in the game, and the time for the move to start is too long, and the maximum should not exceed 12 frames."
In the office of Nebula Games, Yang Chen shook his head as he looked at the data submitted by the numerical value.
The development work was a bit of a problem, even though he had already highlighted it in the design proposal.
But after all, others are not like him, they have the actual effect of the big brawl in the dream memory as a reference, and they still rely on their own professional sensitivity to calculate, which is probably a feeling of not knowing the true face of Lushan only because they are in this mountain.
Where is the low-barrier experience of the game All-Star Smash Bros.?
It's an extremely simple move command, which doesn't require players to practice ordinarily, just need to play one side and know its attack effect, just like the heroes in "League of Legends".
You'll only ask others what the effect of the hero's skill is, not what the skill will be.
The second is to weaken the combo element and replace it with a pursuit element, which is also closely related to the Smash Bros. knock down mechanic.
Combos are arguably a very important part of many fighting games, but combos aren't really that friendly to novice players.
The character in the hand of the player who can make combos can hit the opposite set with one move of the opponent, and the player who can't make combos can only touch it once, which means that players who can combo are naturally much more attack power than players who can't combo.
In Smash Bros., the so-called combos are replaced by pursuits, and there are two scenarios after the player knocks the opponent into the air.
One is to take advantage of the favor, and the other is to take advantage of the victory, but the difference between the smash bra and traditional fighting games is that the player who is knocked away can avoid the opponent's pursuit through the operation, and even form a counterattack.
This point directly erases the biggest negative impact of traditional fighting games on players, in traditional fighting games, once the player is touched, they have to eat a set of combos, and the player can't do anything during the combo process, but can only watch himself being beaten.
And in Smash Bros., even if you are knocked off, you need to stay focused, because you can turn the situation around.
Why is it that in FPS games, many people can play happily with a record of 0-20, and they are still happy?
It's the same as fighting games, isn't it all about being beaten, and no one can be beaten to death?
Because they are engaged, they can shoot, and even if they don't hit someone, they can feel involved in the game.
The second is to eliminate the advantage of fast reactions, and in almost all battle games, players who react quickly have a big advantage over players who react slowly.
This is the case with FPS and MBOA games, where you are the first to see someone in an FPS game, and the one who reacts quickly shoots first, then you have the absolute initiative.
In MOBA games, such as "DOTA" and "League of Legends", if someone else comes to gank you, you will be able to avoid a difficult situation if you open BKB or hand over the flash at the first time.
If you can't open BKB until you die, and you don't have a flash until you die, then the player's reaction state has already reached the end, and there is basically only one way to retire while waiting.
This is also why in most competitive games, the golden age of professional players is between 18~25.
In fighting games, reflexes are very important, because the moment your opponent raises his hand, you can react quickly and be able to block your opponent's attack and counterattack.
But in the All-Star Smash Bros., Yang Chen asked for no more than 12 frames, which is a time far beyond the human limit to react.
In this case, the player's reaction is eliminated, and more is about prediction, guessing, and psychological game.
But that doesn't mean that All-Star Smash Bros. doesn't have depth at all, on the contrary, it gives players in-depth content in a different way.
That is the punishment for repetitive actions, and in Super Smash Bros., there is a punishment for repeated actions other than jumping and moving.
If the player keeps defending, the defense will get smaller and smaller, and the player will be stunned when the defense value reaches zero.
If the player keeps dodging, the invincibility time of the dodge will become smaller and smaller, and the dodge will become slower and slower.
If the player hits an enemy with the same move, the damage of that move will become less and less.
And these punitive effects take time to remove.
This requires the player to make trade-offs in this aspect, with new elements to fight the enemy, and when the player does this, there will be a new element, which is the interactive multiplication between the elements, each character has 4 skills, 8 ground moves, and 5 air moves, which means that the player has to piece together these moves.
And the map of Smash Bros. is also different from ordinary fighting games, not left and right horizontal, but dynamic diffusion, which means that the air will be a major battlefield, which brings uncertainty to the battle.
The joint excavation of entertainment and competition, this is the reason why All-Star Smash Bros. can be popular.
It's like a MOBA game.
It can be said that it is very rare for a game to be able to master competitive content, in fact, most games are ordinary casual players and players who have not yet crossed the threshold of competition.
In League of Legends and DOTA, the players who can really master the core of the game are at least diamonds, and players who are more than one of the best, and this part is only about 7% of the total number of gamers.
But without this part of the core content, ordinary players will have no direction and goal to move forward, and no motivation to support them to continue playing.
And not being able to fully master it does not mean that there is no partial mastery, and many players can continue to play only after mastering the core of the part and having fun with it.
In addition, without this in-depth battle content, it will not be able to support long-term active community and competitive competitions, and it will be impossible to maintain the long-term popularity of the battle game.
It's fair to say that if All-Star Smash Bros. is a game that's all about competition, it's not the slightest bit different from a regular fighting game.
Even if this game takes the game culture of each IP to the extreme, and the content details to the extreme.
But if there is no in-depth competitive content, Smash Bros. will also be like a fighting game, becoming a shooting star that crosses the sky, becomes popular and then declines.
Then he was ridiculed by the player, All-Star Smash Bros. is going to be hot!
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