Game Making: The Latest Chapter Begins With Healing the Player
Chapter 729 How can you think of me so bad?
In the office of Nebula Games, Chen Xu watched Ismail and the others developing content for "Dota".
The subsequent development of Dota content has basically been finalized.
The balance of short-term games basically does not need to be adjusted much, because players have not yet fully reached the peak of game development, and players do not have many opinions on the balance point of the game. In this case, there is no need to adjust the balance to replace the content.
For Dota, the next step is to make good use of various festivals, launch corresponding activities and release new heroes that have not yet been announced.
In the future, talent mode, neutral equipment, as well as shimmering cloak, eternal disk, dragon gun and other equipment can be introduced bit by bit as players deepen their understanding of Dota.
In addition to "Dota", Chen Xu is also planning to set up two project teams to be responsible for additional modes of "Dota" itself.
An omg mode, also known as skill recruitment, players randomly model various hero models, and then match their own skills and ultimate moves in the corresponding skill pool.
The other one is imba mode. In this mode, the hero's skills will become very powerful, and can even achieve the effect of killing people in seconds.
Secondly, there is the acceleration mode in the previous human-machine challenge, where players gain experience and money much faster than the original version.
These modes are mainly for some entertainment players to relax. After all, not all players like high-intensity confrontation.
Of course, these modes will not be released in the near future. After all, the ladder has just been launched, and the content of "Dota" itself is actually quite interesting for most players, even some light players.
………………
In fact, there is still a lot of preparation work that needs to be done for "God of War".
The best part of the God of War trilogy in the previous life is the narration of the dark myth. It can be said that God of War's description of the dark myth has influenced a large number of subsequent games of the same type.
At the same time, the cinematic and extremely violent performance method also made the character of Kratos deeply rooted in the hearts of the people.
But in terms of gameplay and level design, the early God of War was actually based on Capcom's Onimusha, but added more novel gameplay, such as powerful magic and weapons.
But the overall content is still experienced in the two points of platform jumping, decryption and act.
But considering the VR platform, there are obviously many contents that cannot be simply done in this way.
The first is the expansion of the map, which shows the shock of various scenes in Greek mythology to a greater extent.
Secondly, there is the use of QTE. To move a box or open a door, you have to press QTE for half a day. Obviously, in the VR platform, it cannot be displayed simply in this mode, but in a more concrete way combined with the corresponding vibration of the controller.
At the same time, the operation of brainwave capture can better plan the QTE performance.
Finally, there is the plot. The content of the God of War trilogy is actually not very complete, because there is still a lot of content about Kratos that has not been fully displayed.
For example, why Kratos became the Ghost of Sparta, what is Kratos’ life experience, and how Kratos got rid of Ares’ control. These are all not shown in the original plot, and Chen Xu is also planning to include him. into the trilogy.
On the one hand, it is to improve the plot of Kratos, and on the other hand, it is also because the main content of the original trilogy is not very long.
In the project room of Nebula Games, Yang Xin, Ruan Ningxue, and Qin Yi looked at the relevant content on the big screen and listened to Chen Xu's detailed introduction with surprised expressions.
"Mr. Chen, isn't this game a difficult hardcore game?" Yang Xin looked surprised.
"Yes! From the combos to the use of magic and the weapon switching mechanism, it is very suitable for making a difficult hard-core game!" Qin Yi also nodded.
"And the last Kratos didn't die?" Ruan Ningxue also expressed surprise.
Everyone in the rest of the project team looked surprised.
What surprised them was not that they were making a game with a Greek mythology theme. After all, they had also made Hades with the same theme before.
The only difference is that the gods in Greek mythology in Hades all behaved very respectfully and friendly towards each other.
But it's completely different in "God of War", which is more realistic.
After all, the gods in Greek mythology in reality are themselves a large-scale ethical drama.
Almost all evil can be found in the Greek gods.
So in the game, "Victory" also presents a crazy and dark mythical story.
As for the violent art style of Kratos in the game, although judging from some descriptions, it is really the largest art style in Nebula games so far, but it is actually nothing.
After all, in terms of violence, "Red Dead Redemption" and "Bloodborne" are also on the list, but "God of War" is more outstanding. Based on the story background of the game, everyone knows that this is the only one. This kind of expression of violent aesthetics is in line with Chen Xu's positioning of Kratos, the anti-heroic protagonist.
As for the game of squeezing red souls with the Greek lady and Aphrodite, and there were even two maids nearby to explain and watch the game, no one seemed too surprised.
The veteran "The Witcher: Wild Hunt" smiled and said nothing, and everyone also understood that this was not about color for the sake of color. How to better show players a crazy Spar who still retains a trace of humanity in his heart. Da Zhigui is obviously the most direct through this explicit method.
After all, if Kratos really loses any trace of humanity, then the final ending will not come.
If I have to say what surprised everyone, it was Kratos’ final ending in the game, as well as the difficulty of the game.
When Chen Xu narrated it at the beginning, everyone had already imagined the corresponding picture in their minds.
On the surface we call him the God of War, but in fact he cannot defeat even a single ghoul.
On the surface, the Ghost of Sparta's journey of revenge is smooth and exciting, but in the end, he sacrifices himself to give the player a severe blow to end the game.
But in the end, it was completely beyond everyone’s expectations.
The game actually has a difficulty option, and in the end it leaves players an Easter egg that shows Kratos is not dead?
Facing everyone's doubts, Chen Xu was speechless for a while: "Okay, stop thinking about it."
How could you think of him so badly?
Although he did entertain players in the past, can't he really make players feel an extremely refreshing gaming experience this time?
And although there are difficulty options, this does not mean that there is no challenge.
When Kuiye leaves Greece for Northern Europe, the Valkyrie in Odin's Chamber will let players understand who is the real God of War.
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