Chapter 1090: Low threshold entertainment and high ceiling balance

On the surface, it seems to be an IP-oriented game in the Smash Bros. genre, but this game has an extremely deep understanding of the setting in the game.

It's not as simple as taking an IP and using it directly, from the action, details, and even the order of appearance, as well as the various props in the game, the map and the so-called life soul, all of which can make people who are familiar with these IPs smile.

In addition to this, there is a legend behind the game, and of course, more importantly, the design concept of the game.

Although the official statement is that this is not a fighting game, but an action game.

But the ultra-high ceiling has also made many players who love fighting games regard it as a classic.

And each generation has a corresponding fighting tournament held.

At the same time, the unique gameplay can make ordinary players feel fun in it.

This also makes this legendary work have achieved nearly 20 million copies of sales on a single platform, and a total of five generations of works have sold nearly 60 million copies.

But the most critical thing about this game is not its in-depth content, but the integration of various IPs and a core concept.

This is also the core element of the success of the game.

It's about not letting difficulty separate players, so that all players, young and old, can enjoy it.

So in Smash Bros., the setting of conventional fighting games has been changed.

For example, if you change the health bar to a percentage, the higher the percentage, the higher the distance and probability of the player being knocked away when attacked, and if your own percentage in the game is higher, the corresponding attack power will also be higher.

Around this element, compared to traditional fighting games, the goal of Smash Bros. is to knock the opponent off the screen, so as long as the mission does not fly out of the boundary, no matter how much damage you take, you will not lose the game.

In addition to this, the other most daring premise is the neat elimination of the most important move system in fighting games.

All basic attacks, special kills, and super special kills only need to correspond to one button, or one button with four arrow keys up, down, left, and right to achieve.

And the skills of all characters respect this set of key designs, just like the summoner skills in LOL heroes are DF by default, and the four skills are QWER by default.

When facing a new character, players don't need to memorize the so-called rubbing move table, it can be said that this is the most feared thing for novices in the entry fighting game, to completely cut off, even if it is a handicap, it is impossible to say that there is no way to release the must-kill and super must-kill in the big smash brawl.

The whole game only needs to use five buttons, attack button, jump button, arrow button, block key and grab button, it can be said that the operation of the whole game is highly focused and highly simplified.

The threshold is super low, but that's not just the success of Smash Bros. in traditional fighting games, where the player's character is always firmly attached to the ground, and jumping in traditional fighting games means giving the opponent a chance to fight violently.

But in Smash Bros., it's completely different, because the combat mechanic itself is to knock people out of the field, and also give the person who was knocked out of the field a chance to return to the field.

In all Smash Bros., most characters are capable of jumping multiple segments, as well as the ability to instantly land in the air, or move upwards for a distance.

Up, down, left and right, in all different directions, can be extended.

And compared to traditional fighting games, the footage of Smash Bros. is not static, but will zoom in as the battle drags out.

At the same time, Smash Bros. is also a game that fully exerts entertainment, because the whole game itself is creating a psychological environment that gives players a sense of superiority and strength.

For example, the Slash Bomb in Monster Hunter, the shield-raising terrain kill in Dark Souls, and the chicken stealing in Super Mario Fabrication will all make players feel very, very happy.

Why?

Because the player took advantage.

And in Smash Bros., it is precisely this psychology of the player that is exploited, and most of the characters will have multiple strike effects, not to mention the damage, at least the visual effects will definitely give the player a strong feeling.

Simple and crude, but satisfying the player's vanity.

And in Smash Bros., there are still props and multiplayer gameplay.

Like the Circle of Destiny in "PUBG", the props in Smash Bros. range from swords and magic to technological cannons, and there is a good prop, and it is possible to turn the tables directly.

In addition, there are a wide variety of maps, each with its own characteristics, such as traps and rewards.

Coupled with the fact that it also has a multiplayer brawl setting, it pushes the entertainment element of the whole game to the top.

However, the only thing that is a little awkward is that the game's multiplayer mode is the same as Super Mario Made's matchmaking mechanics in dream memories, that is, if one player is Kirby, everyone will become Kirby.

But even so, Smash Bros. touches on the focus of many lightweight players, but it doesn't make Smash Bros. a game that isn't hardcore enough.

On the contrary, the game has a very high ceiling.

From the perspective of the content of the game, the most direct example is that the game itself wins or loses by knocking the player out of the field, so most of the left and right sides of the Smash Bros. map are vacuums, and if you fall, you will be gone.

Most of the average players will focus on the center of the field, and with no health bar, there will be a situation where two players can fight in the dark and have a good fight.

The master, on the other hand, will lead the battle to the edge, and even solve the opponent off the field and in the air, and this involves psychological games and on-the-spot reactions.

These are also the most essential places in the official fighting game, so Smash Bros. is both entertaining and hardcore.

Listening to Yang Chen's words, Lin Jiayi's eyes also lit up.

Many detailed settings, although Yang Chen has not said it, but from these contents, Lin Jiayi can also feel the unique charm of this game.

In addition, there is another point that is also the most concerned point, and that is the integration of character painting styles.

"It's a huge project!" Lin Jia pursed her lips, looked at Yang Chen and said.

"Indeed, the details and characteristics of different games and the cultural background of different games need to be involved, rather than simply criticizing the skin of an IP." Yang Chen nodded.

The reason why the big smash brawl in the dream memory can be so good, in addition to its unique innovation and design concept, is also very important, that is, the integration of IP, which complements each other.

"Did Nebula Games GO try this before?" Lin Jia looked at Yang Chen and said with something in mind.

"It's a coincidence, I didn't expect that when I launched that game." Yang Chen said with a smile.

"But there's one more thing I need to do before I can design this game." Yang Chen stretched.

"Huh?" Lin Jiayi showed a puzzled expression.

"Acquire all kinds of classic IP characters." Yang Chen said with a smile.

What is the feature of Smash Bros.

Naturally, those characters are familiar to players.

And the big brawl in the dream memory, many of the characters in it, it is difficult to give the player a special experience.

So in order to be able to make a work on the scale of the Great Smash Bros. in the dream memory, this time it is different from the past.