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Chapter 471 Further thoughts

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This time the pause was very short, only a few seconds.

Jester began to write on paper again: "In fact, I think that the game cannot be played. It is the guarantee that this game can achieve great success. Only by allowing players to carefully consider before making every choice, and then make no regrets, can players become addicted to the continuous repetition of games..."

This paragraph is not written much. Jester simply wrote about his experience of trying this game.

Then we began to write about the third feature of the definition of Berlin.

"In fact, the third feature is closely related to the second feature mentioned before. It can even be said that this is the extension of the second feature to a certain extent - the irreversibility of the game. It cannot be restored by rereading the file to a new level."

"In most roguelike games, each character has only one life, and the death of a character means that the player will lose the character forever. Whether you are the protagonist, enemy, item or scene. Even in the eyes of many roguelike players, one of the greatest charms of roguelike lies in experiencing each different death and failure, and working hard to be your current self."

In fact, this is also an interpretation of Jester's personal idea about the second characteristic of Berlin that he just wrote.

"The fourth feature is nonlinearity of the game."

"The game rules of rigorous and flexible have given Roguelike a high degree of freedom. In the game, players can use their imagination and use various means to achieve anything they want to do, or it is reasonable or incredible, with the purpose only to solve the problems they encounter in the game."

After writing this feature, Jester did not stop because he felt that he had no point of view that he could supplement this feature. This feature was already very clear. Nonlinearity, in another word, is degrees of freedom, and degrees of freedom are also a development direction for all games in the future.

Of course, it is not ruled out that some game companies do not like plots with too high freedom.

Because they always want to control everything.

It cannot be said that who is right or wrong. However, from the global sales of gta5, which is close to 50 million, it can be seen that future players' love for truly high-degree games is incomparable to other types of games.

"The fifth characteristic is the simplicity of the picture."

"Rogue, the founder of roguelike games, is generally considered to be one of the first adventure games to have graphical interfaces. Although this 'graphic interface' is too abstract. However, many roguelike games will directly use ascii characters to represent the game screen in order to pay rogue, which leads to the protagonists of many games calling the same name-."

"Of course. I won't do this, but it's not realistic to make the picture gorgeous now. The original game screen of "Runite Guardian" is the style of pixel games in this era. Whether in terms of style or gameplay, it will not look too advanced or too difficult to accept in this era. Or it is difficult to complete."

Then Berlin defines the last feature of the six characteristics.

It is also the most important feature of whether this game can succeed. To be precise, it is necessary to change this feature to a certain extent.

"One feature of the final definition of Berlin is the complexity of the system."

"Because this type of game was born from desktop adventure games, it can even be said that they are all ancestors of dndpc games. Therefore, the rules and the complexity of the system when setting are a big play point for this type of game. This is not a disadvantage for those who really like this type of game, but there are too few players of this type. Compared with most players, those who can accept such complex systems, these people are basically negligible."

“Many people are always saying that complexity can make more people immerse and play.”

"In fact, this is totally nonsense."

"Whether it is DND's high-end games, such as "Body's Gate" or "Exotic Soul-Supering Song", these games have very high ratings and a good reputation. All those who can continue to play praise these games as masterpieces, but how many people have played them?"

"For example, it's Magic Cards, but to promote the card game, isn't it necessary to rely on the "Heartstone" that is brainless in these Magic Cards players?"

"Just as Nintendo thought when designing a game, the first thing about the game is simple, interesting and fun, the second thing about it is simple, interesting and fun, and the third thing about it is simple, interesting and fun. As for whether there is depth, it is what you have done after you have done the three most important things. If you can do it, you will do it with depth, and if you can't do it with depth, don't do it with depth."

Jester felt that there was still a lot to say, but it was all written in this picture about how to design the IQ of "The Stone Guardian" was obviously not very suitable, so he stopped writing and continued to write on the last point of Berlin just now.

“The complexity of the rogue itself is far greater than any work of the same period.”

"The roguelike games may include incalculable elements in a game, such as geology, climate and biological distribution, as well as combat systems that are delicate to the skin, muscles, blood, bones and fat. Even after the damage is healed, it will leave scars and sequelae. In some games, it may include hundreds of causes of death, thousands of creatures, and tens of thousands of items. It can be said that except for roguelike games, no traditional game can have so many elements at any cost."

After listing all six points, Jester put it aside. This is a reference when he redesigns it, but it is not a criterion that must be done.

He pulled out a piece of paper again.

In fact, at the beginning of the development of "Rathers Guardian", "Rathers Guardian", did not clearly establish a rogue-lite project. The initial goal was to create a game for moderate game players. Mix the old-school roguelike with simple operations, and use resource management and coordinated combat as the core of the game. And combine other things to make games that are as simple and clear as possible, rich in content, easy to get started and explore the internal mechanisms of the game.

In fact, there are many old-school designs in the game, such as there are many special trap dungeons in the game. They refer to the level feel function in angband. They use the surrounding environment and art resources to remind players that this dungeon is very special. There are also four stores outside that are similar to angband at first; others include some stories mixed with the DND flavor, as well as affix attributes, skill names, etc. Many old gamers are familiar with it.

And it's not just that.

To take care of new and old players, a story mode is provided that is easy to accept by modern players, and two endless modes and abyss modes for challenge and core orientation are also provided.

In Jester's view, whether it is the Endless Mode or the Abyss Mode, it all comes from the idea of ​​building a ladder proposed by Blizzard in the Dark Series, especially after the appearance of Battle.com, in order to let players repeat the game. Of course, a certain degree of understanding and modification is also inevitable.

"resource."

Jester changed another piece of paper and wrote these two words at the beginning of this piece of paper.

A game, especially an RPG game, is still an RPG game even though it has been replaced. One of the most indispensable things in this type of game is resources.

So what about the resources in the game?

The simplest thing is. Birui said that money can be purchased for supplies, medicines or equipment.

However, the role of resources in the game is not just that.

And what are the resources in the game "Runite Guardian"? Jester wrote it carefully on paper based on his memory.

"The resources included in the Rune Stone Guardian itself include souls, experience and magic, as well as a set of equipment systems and god worship systems. These resources all revolve around a core: exploration, exploration can obtain souls, find props and monsters, and some auxiliary mechanisms on the ground. Most of the player's magic comes from monsters carrying magic on the map. This design is not particularly common."

"But because the core of the rune stone is as mentioned above, it is quite successful to combine it into pieces. If the player needs to use props, most of the soul comes from exploration, and a small part comes from killing monsters. Killing monsters can provide enough experience to enable the player to upgrade. When the upgrade is achieved, all the players' states will be restored, which is a very important way to play."

"With the heart of life discovered by exploration, and the heart of life will increase the upper limit when the blood is full, players will be more interesting when making decisions. Props with different effects are used in the dungeon according to different situations, which is also to improve the player's fun efficiency in the game."

Having written this, Jester stopped writing, and he felt that he had already written it almost.

In fact, the game "Runite Guardian" does not require wasting so much effort when designing it, because no matter what, it is just a small game.

The reason why Jester did this.

It is because this random setting is closely related to the birth of a game he said before.

This game is "Diablo". (A good activity of falling pie from the sky, a cool phone is waiting for you to get it! Follow~ Click/Official Account (Add friends on WeChat - Add official account - enter dd) and participate immediately! Everyone has a prize, now follow the dd WeChat official account!) (To be continued, please search for Astronomy, novels are better, updated and faster!
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