Chapter 524: Game Features and World View (1st Update)

This "hey, hey, hey" made everyone present shudder a little.

What does "hey, hey, hey" mean?

How do you feel like there's something going on here?

And looking at Chen Mo's expression, why did he stop talking with a face?

"How do you feel like there's a conspiracy here......" Qian Kun couldn't help but shudder.

"Ahem, back to business." Chen Mo coughed dryly.

Su Jinyu asked, "Store manager, you haven't finished the last half of the sentence?" What kind of game is Dark Souls? ”

Chen Mo explained: "Hmm...... This is a collection of parkour, face pinching, matchless, love development, walking simulation and other elements as one...... Role-playing games. ”

Everyone: "......"

What the heck!

We've endured parkour, pinching faces, and matchlessness, but what about love development and walking simulation?

Su Jinyu pointed to the projection screen: "But the store manager, your concept draft clearly says 'high difficulty'?" ”

Chen Mo coughed dryly: "Ahem, don't care about these details, after the game is made, you will understand these hidden elements by playing it yourself." ”

"Alright, let's get down to business. This game is a game with a completely different combat system from all previous games, and it is also a game tailored to the Pangu system. It is also because of this combat system that the story background of Diablo cannot be used, because the characteristics of the two games are completely different. ”

"There are also aspects of world view, storyline, level design, monster design, and so on. Let's talk about all of this. ”

Listening to Chen Mo's narration, everyone felt very confused while feeling novel.

The novelty is that everyone found it very interesting after hearing about this combat system.

Will slashing different parts of the body have different results?

And the difference in damage will be particularly large, each weapon has a special combat skill, the same cold weapons include straight swords, curved swords, extra-large swords, different types of shields, and a large number of armor.

Moreover, players have many attributes, each upgrade can be freely allocated attribute points, different weapons have different requirements for attributes, and the player's profession will not have so many restrictions on the player's gameplay, as long as the point is appropriate, the mage can take a big sword, and the warrior can also put magic, for the player, the degree of freedom is very high.

And most of the attributes are useful, even for the general power-based bonus points, players also have to consider the allocation of bonus points for several elements such as health, energy, strength, and stamina.

This kind of combat system has never been done before, as no one has ever made such a large RPG before, which is a challenge for everyone.

The confusion is because Chen Mo deliberately emphasized the difficulty of this game: it will be a game that is more difficult to play than all the previous games, and even a group of players may be persuaded to quit in front of the first boss, and they may not even be able to hold on for half an hour.

Everyone is a little confused, Chen Mo emphasized that it is easy to get started and difficult to master for a long time, why is the script suddenly different here?

What about the ease of use?

Chen Mo saw everyone's doubts and explained: "Regarding this point, you don't have to worry too much about it now, now our focus is to make the game mechanics first, and as for the difficulty, you can adjust it later." ”

Everyone didn't ask too many questions, on the one hand, it was out of trust in Chen Mo, and on the other hand, it was true, in the process of game development, the difficulty can be adjusted at will in the later stage, and there is no need to dwell on this problem at the beginning.

Especially Qian Kun, as a numerical designer, he knows very well that in fact, the difficulty of the game is a very easy thing to control, players feel that a certain boss is too difficult, as long as they cut here and there, it will not be difficult in an instant.

No matter how strong the boss is, it can't withstand the designer's two cuts......

In addition, the world view design of the entire game also surprised everyone.

"I'll talk to Zheng Hongxi about the specific worldview, and for others, you just need to know the background of this game."

"In this world, fire is the origin of everything, and in fire the soul of the king is born. The people who have obtained the King's Soul have put an end to the dragon's reign and ushered in the age of fire, but the fire will gradually go out, and when the fire is extinguished, the whole world will fall back into darkness. ”

"So some powerful kings regard themselves as firewood and continue the time when the flame burns, which is what the game calls the salary king. And the protagonist is an afterglow who is burdened with the mission of spreading fire. ”

"As for some details, there will be a detailed plot draft later, as long as you have a general understanding of the background of this world, and when the game is made in the future, you can experience it in the game in person."

Soon, the design concept was finished. Most people understand the nature of this game.

In fact, many people haven't really understood the connotation of the game "Dark Souls", and they think that this game is a continuation of Diablo's style, and the dark world view just hopes that players will brush it more refreshingly.

In this regard, Chen Mo smiled and said nothing.

The next step is the design of the highlight, changing Dark Souls to a VR version, and the most important thing is the combat system design.

In fact, when I was doing "Overwatch" before, some designs already had a clear plan, and they could be used in "Dark Souls".

In Overwatch, there is the problem of skills that bring about a change of perspective, such as McCree's roll, or the Grim Reaper's ultimate.

And the solution is actually very simple, that is, in these skill states, the player's vision is still free to control, and it will not be consistent with the hero's real vision, which is equivalent to temporarily becoming a god's perspective, and then restore the perspective when the skill is finished.

Another point is the issue of vision.

Most of the triple-A masterpieces on the PC side use a third-person following perspective, that is, the camera is behind and above the character, and you can see the back and movements of your character.

There are many reasons for this perspective, but the biggest reason is that it makes the player feel more comfortable.

Because the first-person field of view on PC is 90 degrees, while in reality, the field of view of the human eye is 124 degrees, which is why most first-person games will make people feel severely limited in their field of view.

Therefore, including some shooting games and racing games, the first-person perspective will be changed to the third-person follow-up perspective, in order to reduce the discomfort caused by the limitation of the field of view on the PC.

Most of the triple-A masterpieces are cold weapon battles, and the enemy may attack the player from any direction, and the role of vision becomes more obvious.