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Chapter 207 Discussion of props

When Sean Dabilly heard Jester's extremely harsh words, he was also a little depressed because the production of "Avengers" was so outstanding. The more he studied it, the more he felt that the talent Mark Seney showed in this game was inexhaustible.

Although "Dawn" produced by him and Sid Mel was even rated as a super full-scoring game, although this game was produced by him and Sid Mel, the entire process, from the plot to the various settings in this game, the game was made by Jester from the beginning. He and Sid Mel just made some minor repairs on the settings that Jester had originally perfect, and at other times, they were just as fitting as possible with Jester's design.

The voice was very small, Sean Dabilly defended himself: "Because the Avengers were made so well."

Jester was still a little dissatisfied with this answer. It is understandable that Sean Dabilly is an amateur designer, but he is a professional designer. How could he be so influenced by a game? No matter how outstanding this game is, it can only be learned from it and cannot be copied. Otherwise, it would be just a replica.

"So, do you want to make a game of your own?" said Jester.

The reason he said this was because Sean Dabilli followed him from the beginning, but every game he made, from the three elimination games he had spoken in his new employee's induction speech, was completed by Sean Dabilli, which caused a huge sensation and craze shortly after it was released. It can be said that for any reason or at any level, Jester really wanted Sean Dabilli, a very talented designer, to complete a game of his own.

After hearing Jester's words, Sean Dabilly nodded without hesitation. He naturally had a great hope of making a game of his own.

Jester ticked his mouth. He was very familiar with the game "Round Table Warrior", but he did not intend to tell the game in detail to Sean Dabilli. If he said it all, the game would not be called his own game. Secondly, the game is still relatively complicated to make. It is also very problematic to think of the perfect reproduction according to the current functions.

So, in just a moment, Jester thought of another action-clearing version of Capcom's game.

There are many games like Capcom, and the styles are very different. This time, Jester thought of the Romance of the Three Kingdoms. In Jester's opinion, this game is at least in style. It is also very appropriate to this story of King Arthur and his subordinates.

Most importantly, its system is far less complicated than the original "Round Table Samurai".

Thinking of this, Jester cleared his throat and said to Jester with a smile: "First of all, you need to clarify what the biggest feature of your game is, such as "Avengers". His biggest feature is that among the three characters, there are very diverse fighting skills, and everyone has different fighting methods. Now tell me, what are the different characteristics in your game?"

After hearing Jester's question, Sean Dabilly was stunned for a moment, his face flushed instantly. He suddenly realized that in his design, he could not even say anything distinctive enough about the game he wanted to make. If he had to say it, it was the style of the Middle World and King Arthur. This subject would definitely be liked by many people.

He opened his mouth but still didn't say it out. As a game designer, he could only find such a buying point in his game that has nothing to do with the essence of the game. Moreover, this buying point was reminded by his boss, which was too embarrassing.

"hehe."

Jester smiled, and his face returned to his usual gentle expression, and his tone became dull: "This is how I see it. In fact, your selling point in the game, can you add something that others don't have in the game, or something that others don't value? First of all, you see the game you are going to make, the background is medieval. The biggest difference between him and "Avengers" is the era background. In terms of attack methods, "Avengers" uses fighting techniques from various modern schools. In this game, you can design each character into a character that uses different weapons completely. I think that you think so in the plan, but it is not rich enough."

As he said that, Jester paused, took a sip of the warm coffee, and continued: "If it was in the medieval background, what could you add in modern backgrounds that could not be added? I will provide one direction, and you can think about other things yourself, for example, can you add the settings of war horses? For example, when the character first came out, you can ride a horse, and the attack on a horse is very high, but there is also a fatal weakness, that is, you cannot be poked by someone. If someone poked by someone, then no matter how many lives there were before, they would be instantly cleared - and similarly, the local level bosses, or some other special troops, could also have such settings."

This proposal was heard by Shawn Dabilly's eyes lit up, which was indeed something he had never thought of before.

Jester kept saying something, but he took another sip of coffee, moistened his lips, and continued: "Actually there is another system that has been ignored in "Avengers", that is props, Sean, think about it carefully, aren't the props in "Avengers" too single and simple? Can't you think about it and make the props system rich and fun?"

This time, Jester thought of not only the Three Kingdoms Reigns to swallow the world, but also several other works such as the Three Kingdoms War, Journey to the West, and the Legend of the Evil.

"Props!"

It seemed that he had thought of something, Sean Dabilly showed an excited look on his face. Jester's words seemed to wake him up, and his face turned red again, not because of shame, but because of excitement.

Seeing Sean's appearance, Jester also smiled and asked, "What should you do if you think of?"

"Yes."

Sean Darby nodded with force. He seemed to be impatient, and even said in a daze: "I can't think too much for a while, but the props you mentioned did open a door to think about how to enrich the system and gameplay. For example, in addition to some weapons that can be used briefly in "Avengers", can we add some weapons that can be permanently carried after obtaining them? For example, King Arthur can get the sword in the stone through some hidden gameplay. For example, in "Avengers", props must be used when they are obtained. Can we add a setting to let the character carry props and go to other places and use them..."

Listening to Sean Dabilly's talk, Jester couldn't help but sigh. The other party was worthy of being one of the three production directors of the original version of World of Warcraft. His understanding of the game was as clear as a little bit. He just said that he could make a fuss about props to enhance the playability and depth of the game. Unexpectedly, the other party immediately learned from one example in extreme times and said some successful settings that would appear in future games.

In fact, there is another thing that Jester didn't say, which is used in "The Legend of the Three Kingdoms", which integrates skills such as energy accumulation, ultimate skills, and super ultimate skills in fighting games into the level-breaking game. This is also a very big innovation. However, because the real fighting game has not yet been released, he doesn't have to say this aspect.

Moreover, even if Sean Dabilly could think of these things, it would not be possible to do a great job according to the current function of the substrate, and Jester would not be worried that he would not have to make a sequel in the future.

In fact, the most important thing in making a game is to have its own selling point. The most taboo thing is to use everything, because the capacity of a game is limited. If everything is added, the entire game will lose all its characteristics. Such a game will either become a super masterpiece or become a popular person.

To make such a super masterpiece, it depends not only on the ability of the producer and the ability of the production team, but more importantly, it depends on the functions. If a game is comparable to the top RPG in RPG, and the top racing games in racing, and in shooting, coal-based top FPS games, this requires a very powerful underlying engine and very powerful machine performance to complete.

As of now, it is still extremely unrealistic to make such a game.

Afterwards, Sean Dabilly and Jester had a heated discussion on the element of props. After all, this was proposed by Jester first, and he had an idea in extreme times. Many places must have not been perfect. Even with the same idea, different people will have completely different understandings, let alone this thing.

When Sean Dabilly left the lounge, Jester accidentally glanced at the time, and he also had aroused chatting, but he didn't expect that this chat would last for almost three hours.

It's time to get off work now, so Jester doesn't have to go to the development room of "Heavy Aircraft". After all, it's almost time to get off work, and today's development logs must have been sent to his office.
Chapter completed!
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