Font
Large
Medium
Small
Night
Prev Index    Favorite Next

Chapter 861: Threshold and Content Depth

"This is a completely different fighting game, with a super high ceiling and an extremely low entry threshold. Even players who don't know much about fighting games can have fun."

Chen Xu looked at everyone and said.

Hearing this, Qin Yi and others showed surprise expressions in the conference room.

After all, this sounds really contradictory, and it has a super high upper limit, which shows that the game is a very hardcore game.

So under this premise, how can we still have an extremely low entry threshold?

"Celebrity Fight is the post title of the new work, and it also represents its two core points."

Chen Xu said with a smile, and some concept pictures that had been prepared on the big screen were also displayed.

First of all, it is the so-called star. Every character who can join either has a huge fan base or has a strong mark in the history of the game.

The second is the battle, the game has a very low threshold.

Generally, fighting games are basically fixed templates.

In terms of blood volume, it is the so-called percentage blood volume. When the blood volume decreases to 0, the winner will be determined.

But in the game "Battle of the Smash", the laws of this fighting game have been changed.

First of all, the blood bar is still a percentage, but it does not drop from the high to the low, but rises from the low to the high. The higher the percentage, the higher the distance and probability of the player being knocked away when he is attacked.

Focusing on this element, compared with traditional fighting games, the target of clearing the opponent's blood bars, the goal of the big fight also becomes to knock the opponent out of the screen.

So as long as the characters do not fly out of the boundary, no matter how much damage they suffer, they will not lose the game.

At the same time, different characters can also introduce concepts such as weight around the setting of knockout.

In addition, another boldest setting is to cleanly cancel the most important move system in fighting games.

Of course, there are exceptions. For example, fighting characters like Terry in the legend of the Hungry Wolf still have the setting of rubbing moves.

But the skills that can be released only by rubbing moves are limited to two major skills that can only be used when the blood volume reaches a certain level.

All normal attacks, kills, and super kills for all characters only need one key. The skills that traditional games require tricks to use only need to be combined with the four direction keys of up, down, left and right and separate function keys.

The characters in the entire game respect this set of button designs.

When facing new characters, players do not need to memorize any moves like traditional fighting games. They only need to understand the characteristics of their skills.

This can be said that this is the thing that novices fear the most when starting fighting games, and they are completely cut off.

It greatly reduces the learning cost of fighting games.

Even if you have a broken hand, it is impossible to say that you cannot release a kill, but a kill in a big fight.

Because the entire game only requires five keys, attack keys, jump keys, kill, block keys and grabbing keys, the operation of the entire game is highly concentrated and highly simplified.

And this is not just the success of the game "Battle of the Great Brawl". In traditional fighting games, the player's characters are always firmly attached to the ground. Jumping is a behavior that gives opponents the chance to beat each other in traditional fighting games.

But it is completely different in the chaos, because its combat mechanism is to knock people out of the field and give the knocked people a chance to return to the field.

So in the chaos, air battles are actually a very special point.

Gu Wen

If you use it well, you can beat others; if you use it poorly, you will naturally be beaten by others.

In addition, there are unique prop battle settings, including everything from swords, magic to technological cannons.

If traditional fighting games completely strip away the luck component, then the big fight is the opposite, adding the luck component in the fight mode.

It is also possible to get a good prop, such as black holes, invincible stars, timer, and rocket ejectors to turn the tables directly.

In addition, there are various types of maps, which are combined with the characteristics of the highest eight-player melee in the special edition, which directly brings the game's entertainment attributes to the extreme.

In addition, the single-player content of the special edition Rendou is "Light Star", which has reached the best in the series.

Even many players from dx and x and the first generation praised it sincerely, and there may never be such a miraculous game again.

Because this is not as simple as using an IP directly, from the action, details, and even the order of appearance.

There are also various props, maps and so-called life souls in the game, which can make people familiar with these IPs smile.

Just as well-known gamers in their previous life said, this is a game that consists of many different characters, complex music, and a large number of employees, using big battles as a link to allow players, users, developers, and all players with different hobbies to be connected together.

The reason why this game has such charm is also related to a legendary game producer in his previous life: Masahiro Sakurai.

It is different from some other well-known game producers in the industry, such as Hideo Kojima, Hidetaka Miyazaki, etc.

Sakurai Masahiro is not that famous, but if you choose a producer who understands players and games the most in the industry, then there is no doubt that Sakurai Masahiro is the first to be affected.

Especially when x was ordered to be ordered in the face of danger, just like Liu Bei's Baidicheng in the Three Kingdoms, the diseased Iwada Sora entrusted the orphan Sakurai Masahiro at that time. On the second day of the birthday of Iwada Sora on e3, Sakurai Masahiro said, "Ah, I finally published it. Then, it shouldn't matter if I cried a little today, right?" It added some legendary color to this game.

"Battle, props, no fighting game with 100% health and tricks!" Hearing Chen Xu's words, Qin Yi and others made a marvelous voice.

This simply subverts their perception of fighting games.

But soon, another problem appeared in their minds.

"But set this way by Mr. Chen, the lower limit threshold of the game has been lowered, but will there be no depth?"

Qin Yi and others had some concerns.

It is true that a game requires a simple threshold for getting started. Fighting games lose the market because the threshold for getting started is too high.

Think about a game, and it also has competitive attributes. If you fail the skills, you will be beaten up and you will not get positive feedback at all.

At the same time, the learning cost is still high, with more than a dozen or twenty characters, each character from small skills to ultimate moves, and you have to memorize various tricks.

In the early days, because there were not many game choices, you might still learn how to play this game, but with enough games, would you still choose?

This is why more and more games are starting to simplify.

But simplification does not mean that it is good, because if a game does not have depth, it will become a fast food game.

As a fighting game, without these settings, isn’t it just that depth is lost?

Just like in "God of War", players do not need to use manual combos, but give a one-click combo.
Chapter completed!
Prev Index    Favorite Next