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Chapter 448 Dark Soul
Chapter 448 Dark Soul
The content of the PPT is not complicated, it is just a simple first version, so Liu Xiong went out for a stroll and returned to the meeting room in less than an hour.
"Everyone has also read the PPT, and must have a preliminary understanding of "Dark Soul"."
"If you want to mention anything, you can bring it up, and we can discuss it."
Kobayashi first said: "It turned out that there is no adjustment option for the difficulty of the game, but we know that there is a gap in the level of players. Isn't this a bit bad?"
Xiaokui also agreed: "That's right, although the boss in the early stage is not too strong, it is still difficult compared to other action games."
"If there is no difficulty adjustment option, novices will die again and again."
"Casual players without patience and perseverance, I'm afraid they will give up!"
Hi Dog also said: "Adding game difficulty options, so that expert players can challenge themselves, so that casual players can play the story and pass the level leisurely."
Su Xian also said: "Not only can you choose to challenge yourself with high difficulty, but also you can easily paddle and beat the boss with one hand. Wouldn't it be beautiful to please both ends?"
Liu Xiong nodded and said with a smile: "Yes, there will definitely be some players who will abandon the game because of the difficulty of the game."
"It's unavoidable, it's a pity, but I won't compromise."
"Because if you compromise, then one of the characteristics of the game will be lost."
"Even if I lose some players because the difficulty of the game cannot be adjusted, I will gain more players."
Fangfang also said: "I took a closer look at the game's occupation and combat style settings, and found that the types are still very rich."
"Blood-supporting armor, tough front, wretched stealthy backstab, long-range firepower and kite-flying output, etc., are actually the choice of difficulty, right?"
Liu Xiong glanced at Fangfang approvingly, nodded and said, "That's right, in fact, there are differences in the difficulty of the major occupations in the game."
"When a player chooses a career and a fighting style, it is actually equivalent to choosing a different game difficulty and a different game mode."
"This will not only make our game unable to directly choose the difficulty of the game, but also bring more differences."
"In addition, the difficulty of the game is not fixed, but can be chosen by the players themselves."
"We don't directly allow players to adjust the difficulty of the game, but let players choose what fighting style to take and which enemies to challenge in the game."
"Sometimes the boss of the main line is not the most difficult. As you can see, there are many side tasks in "Dark Soul"."
"These side missions are sometimes very difficult. Players can get excellent equipment after playing the side missions."
"But even if these branch monsters are bypassed, it will not affect the normal clearance of the game."
"This is actually a way to adjust the difficulty of the game."
"Using occupations, combat modes, branch equipment, etc., the difficulty selection is reasonably distributed to all aspects of the game, allowing different types of players to choose for themselves in the game."
Hearing what Fang Fang and Liu Xiong said, Hi Gou couldn't help but nodded thoughtfully: "So that's the case, it seems really good!"
"Maybe at the beginning, you have to endure death again and again to get more game content, but think about it, as long as you put in a certain amount of effort and the number of deaths, clearing the level will not be a problem after all."
Still, Hi Dog raises a question.
"The difficulty of the game is extremely high, the levels are full of malice, and the protagonist has no lines?"
"Is this too oppressive for players?"
Liu Xiong smiled: "Depression? Isn't this better? It is to make players feel depressed and scary visually and psychologically, so that players can better immerse themselves in the atmosphere of the game."
"You know, the sense of substitution and immersion is also an important topic for us to make games."
"As for the fact that the main character of the game has no lines, that's what I set up on purpose."
"The protagonist has no lines, there is not much introduction to the background of the personal story, and there is not even a map."
"Keep a sense of mystery, keep a sense of the unknown."
"Many things are not there, so many things will be available, and players will have plenty of room for imagination."
"And as the plot unfolds, the player's imagination will gradually spread."
"The plot is buried very deep, but it is these fragmented plot fragments that piece together a magnificent world, and as the bottom-level "players" (undead, living corpses, embers), through a little struggle, slowly unraveling the mists of this world.”
"If players want to know the plot story, they have to accumulate the plot from the experience of the game bit by bit, and obtain relevant information from various fragmentary information paragraphs. Isn't it beautiful?"
Kobayashi still hesitated and said: "The difficulty of "Dark Soul" is so high, it still feels a little unfriendly. Will the players think that we are deliberately making things difficult for them?"
"After all, it seems that the player will see the death interface countless times, which can easily make the player frustrated, and even scold you, the boss!"
Liu Xiong smiled and said, "How is it possible? Of course I am not using difficulty to make things difficult for players."
"You have to know that the higher the difficulty of the game, the higher the sense of accomplishment after overcoming the difficulty and defeating the BOSS, which is really refreshing!"
"Also, is Dark Souls really hard to reason with?"
"Maybe "Dark Souls" is difficult in the game experience, but the basic principle of "Dark Souls" is very simple."
"Failure—research and analysis—draw conclusions—overcome difficulties—become stronger—get a sense of accomplishment."
"During the battle, using the operating feel and attack response, you can even play the game as a half-turn system."
Kobayashi thought for a while, and asked another question about online connection.
"Boss, it looks like this is an ARPG where one player challenges a difficult boss."
"But the boss also proposed to join the online mode in the settings, so what does this online mode look like? Is it like meteor butterfly sword where everyone fights on the same map?"
Liu Xiong shook his head, and said: "There is no time to specify it in the settings, but our "Dark Soul" will adopt two modes: online cooperative clearance and online confrontation."
Kobayashi asked: "Joining the online mode... It's okay to go through the level with a few friends online, but the online PVP mode always feels a bit wrong."
Liu Xiong asked: "What's wrong? "Dark Soul" is not a game that focuses on online play, but that doesn't mean that the online play of "Dark Soul" can be weak."
"Maybe "Dark Soul" is not complicated and huge, but it will definitely bring players fun."
(End of this chapter)
The content of the PPT is not complicated, it is just a simple first version, so Liu Xiong went out for a stroll and returned to the meeting room in less than an hour.
"Everyone has also read the PPT, and must have a preliminary understanding of "Dark Soul"."
"If you want to mention anything, you can bring it up, and we can discuss it."
Kobayashi first said: "It turned out that there is no adjustment option for the difficulty of the game, but we know that there is a gap in the level of players. Isn't this a bit bad?"
Xiaokui also agreed: "That's right, although the boss in the early stage is not too strong, it is still difficult compared to other action games."
"If there is no difficulty adjustment option, novices will die again and again."
"Casual players without patience and perseverance, I'm afraid they will give up!"
Hi Dog also said: "Adding game difficulty options, so that expert players can challenge themselves, so that casual players can play the story and pass the level leisurely."
Su Xian also said: "Not only can you choose to challenge yourself with high difficulty, but also you can easily paddle and beat the boss with one hand. Wouldn't it be beautiful to please both ends?"
Liu Xiong nodded and said with a smile: "Yes, there will definitely be some players who will abandon the game because of the difficulty of the game."
"It's unavoidable, it's a pity, but I won't compromise."
"Because if you compromise, then one of the characteristics of the game will be lost."
"Even if I lose some players because the difficulty of the game cannot be adjusted, I will gain more players."
Fangfang also said: "I took a closer look at the game's occupation and combat style settings, and found that the types are still very rich."
"Blood-supporting armor, tough front, wretched stealthy backstab, long-range firepower and kite-flying output, etc., are actually the choice of difficulty, right?"
Liu Xiong glanced at Fangfang approvingly, nodded and said, "That's right, in fact, there are differences in the difficulty of the major occupations in the game."
"When a player chooses a career and a fighting style, it is actually equivalent to choosing a different game difficulty and a different game mode."
"This will not only make our game unable to directly choose the difficulty of the game, but also bring more differences."
"In addition, the difficulty of the game is not fixed, but can be chosen by the players themselves."
"We don't directly allow players to adjust the difficulty of the game, but let players choose what fighting style to take and which enemies to challenge in the game."
"Sometimes the boss of the main line is not the most difficult. As you can see, there are many side tasks in "Dark Soul"."
"These side missions are sometimes very difficult. Players can get excellent equipment after playing the side missions."
"But even if these branch monsters are bypassed, it will not affect the normal clearance of the game."
"This is actually a way to adjust the difficulty of the game."
"Using occupations, combat modes, branch equipment, etc., the difficulty selection is reasonably distributed to all aspects of the game, allowing different types of players to choose for themselves in the game."
Hearing what Fang Fang and Liu Xiong said, Hi Gou couldn't help but nodded thoughtfully: "So that's the case, it seems really good!"
"Maybe at the beginning, you have to endure death again and again to get more game content, but think about it, as long as you put in a certain amount of effort and the number of deaths, clearing the level will not be a problem after all."
Still, Hi Dog raises a question.
"The difficulty of the game is extremely high, the levels are full of malice, and the protagonist has no lines?"
"Is this too oppressive for players?"
Liu Xiong smiled: "Depression? Isn't this better? It is to make players feel depressed and scary visually and psychologically, so that players can better immerse themselves in the atmosphere of the game."
"You know, the sense of substitution and immersion is also an important topic for us to make games."
"As for the fact that the main character of the game has no lines, that's what I set up on purpose."
"The protagonist has no lines, there is not much introduction to the background of the personal story, and there is not even a map."
"Keep a sense of mystery, keep a sense of the unknown."
"Many things are not there, so many things will be available, and players will have plenty of room for imagination."
"And as the plot unfolds, the player's imagination will gradually spread."
"The plot is buried very deep, but it is these fragmented plot fragments that piece together a magnificent world, and as the bottom-level "players" (undead, living corpses, embers), through a little struggle, slowly unraveling the mists of this world.”
"If players want to know the plot story, they have to accumulate the plot from the experience of the game bit by bit, and obtain relevant information from various fragmentary information paragraphs. Isn't it beautiful?"
Kobayashi still hesitated and said: "The difficulty of "Dark Soul" is so high, it still feels a little unfriendly. Will the players think that we are deliberately making things difficult for them?"
"After all, it seems that the player will see the death interface countless times, which can easily make the player frustrated, and even scold you, the boss!"
Liu Xiong smiled and said, "How is it possible? Of course I am not using difficulty to make things difficult for players."
"You have to know that the higher the difficulty of the game, the higher the sense of accomplishment after overcoming the difficulty and defeating the BOSS, which is really refreshing!"
"Also, is Dark Souls really hard to reason with?"
"Maybe "Dark Souls" is difficult in the game experience, but the basic principle of "Dark Souls" is very simple."
"Failure—research and analysis—draw conclusions—overcome difficulties—become stronger—get a sense of accomplishment."
"During the battle, using the operating feel and attack response, you can even play the game as a half-turn system."
Kobayashi thought for a while, and asked another question about online connection.
"Boss, it looks like this is an ARPG where one player challenges a difficult boss."
"But the boss also proposed to join the online mode in the settings, so what does this online mode look like? Is it like meteor butterfly sword where everyone fights on the same map?"
Liu Xiong shook his head, and said: "There is no time to specify it in the settings, but our "Dark Soul" will adopt two modes: online cooperative clearance and online confrontation."
Kobayashi asked: "Joining the online mode... It's okay to go through the level with a few friends online, but the online PVP mode always feels a bit wrong."
Liu Xiong asked: "What's wrong? "Dark Soul" is not a game that focuses on online play, but that doesn't mean that the online play of "Dark Soul" can be weak."
"Maybe "Dark Soul" is not complicated and huge, but it will definitely bring players fun."
(End of this chapter)
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