Video Game Designer

Chapter 65: What players need is not to teach them how to play

I have to say that the finished performance of "Meteor Butterfly Sword" is indeed very good, especially the combination of action and martial arts, although it is not a top-level, but because there have been no works with the same theme, or no such excellent works. , So it feels very shocking.

In addition, the motion capture technology used in the "Jianghu" project can be fully used. It is easier than the fact that Jianghu changes from the beginning, because it is not the same as the classic RPG. It uses similar 3D modeling and 45-degree God. Overlook corner game mode.

   Although it is a battle flag turn-based mode, it itself is similar to the operation mode of the ACT game. Players can manipulate the protagonist on the open map, hang out freely, and even use light power to leap up to the roof and the mountain.

"However, in the game, there are hundreds and thousands of different skills, and the team-following system is also one of the main gameplay. It is difficult to show its essence without the battle flag turn." It is also different from Xuchang. Pigeon on the side also put forward his views.

  According to the game settings in "Jianghu", players can not only create their own characters.

  As the game progresses, players can also recover NPCs as teammates on the way, and according to the settings, almost any NPCs with their own backgrounds that are not passers-by faces can be included as teammates.

   And battle voice, martial arts voice, etc. are included, even if you favor a certain NPC teammate, you can even equip your NPC teammates with the martial arts skills, magic skills, and magical swords you have acquired.

   The elements of RPG development are in "Jianghu", which can be said to be greatly reflected. You can even bring an ordinary beggar and help him become a martial arts hero.

   If you change the game to an action game, a battle is just a personal show, although if you do a good job and strike, it will really make the player feel very happy.

   But what about subsequent play?

  According to the original "Jianghu" setting, it is similar to the traditional classical RPG elements.

The reason why    uses motion capture technology is just to make the game more outstanding in combat and keep improving.

Chu He’s more concerned about the sales of the final game. The domestic sales in one month broke 2 million. This is obviously a very high number. Even if it is not domestic, it can break 2 million in a month worldwide. It is already a very good quality game.

"The game operation is changed, but not like the Meteor Butterfly Sword and most Western-style ARPGs. The release of skills is the same as originally planned, but the cancellation of action points and the characteristics of the turn-based system allow players to fight in real time on the map." Chu He I thought about it and said to everyone.

   This method is not a technically difficult problem. In fact, there are some RPG masterpieces, which use this real-time combat method.

   One of the more difficult points is how to better allow players to not only experience the fun of creating their own characters, but also the fun of developing NPCs.

This is the most difficult point to deal with. If it is not done well, then the originally developed NPC development characteristics will become an optional follow-up system. The battle may be able to provide a little help, but more is still being The player ignores it, or after the appearance of various beautiful girl mods, becomes a guest in the player's crystal palace.

"Camera switching, when the goodwill reaches the highest, players can not only manipulate the characters they created, but also use NPC to experience the plot of NPC, and the protagonist team can accommodate up to 3 people at the same time. After more than 3 people, the proficiency is enough NPC teammates will live their lives in the game according to their own AI."

   "And players themselves can switch back and forth between the NPCs that meet the requirements, let players choose for themselves, whether it is to experience the fun of developing NPCs, or to experience the characters created by themselves." Chu He thought about it and said.

Since the birth of the original RPG, it was limited by technology and hardware. At that time, RPGs were all the kind of royal RPG, that is, linear narrative RPG. Players can only play the game according to the creator’s ideas, whether it is a tragedy in the game, Comedies can’t be changed, and the plot is always set.

   Later, with the game innovation, and hardware and technical development, RPG was born as a multi-story mode, as well as ARPG, open sandbox gameplay.

  All of these represent the changing ideas of game makers.

  If you compare the original game maker to God, players can only follow the path given by the game maker.

In the later games, although the game maker still exists as God in the game, they are doing their best to allow players to experience the feeling of God~www.wuxiahere.com~ so that players can play as much as possible in the game Inside, choose your favorite gameplay and choose the ending you want to achieve.

   is like a game with a happy ending and a tragedy of death for all important characters.

   There are some players who will go to play all in order to experience all the plot, but some players know the trigger conditions of the tragedy, but in the second and third weeks, they will still choose to work hard to achieve the perfect ending conditions.

   Even with this ending, he has played many times, this is the choice made by the players themselves.

  The game maker needs to do as much as possible for the player to decide, not for the player.

  Because the person playing the game is always the player himself.

   The production of a game is definitely not so easy. During the production process, the team will certainly have their own ideas and arguments.

   Even some small teams of independent games will do the same, not to mention that the investment is close to hundreds of millions of "Jianghu".

   For such a project, everyone in the team is extremely attentive and serious.

  The investment of hundreds of millions is not the largest investment in domestic games, but it is definitely not small. After all, this is a stand-alone game, not like those of large online games.

   Those online games invested hundreds of millions of dollars because their characteristics can help them to make several times and ten times profit in the later period.

   But the stand-alone game is different. Once the failure is not just the infamy of the player, the entire company is also lost. This is also the reason why the domestic stand-alone manufacturers cannot pull big investment.

   Merchants are merchants after all, what needs to be weighed is the benefits and risks. For the domestic market, the revenue of a single machine is not as high as that of online games, but the risks are many times higher than online games. How to choose is obvious.

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