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Chapter 633 Difficulty and Not Difficult

Jester held a pen and wrote something on paper.

Seven or eight pieces of paper were already placed around him, with some of his insights on the types of 3D action games and how to develop them.

They are all the things he just recalled. He planned to record them all while he remembered them now and had some time.

After Itagaki Satoshi finished the development of "Iron Fist", it was almost time for the new console to be released. He then gave the other party this experience so that the other party could understand it carefully and create an action game that could really shock people. Of course, Jester would not say that the game was a specific criminal law, but only some of his ideas about the production of action games.

Jester continues to recall.

Why is "Monster Hunter" a textbook for action games? In fact, it involves the question of what theory is used to make an action game?

Very simple.

It is the game between time and space, and Monster Hunter is a model of this design theory.

The game is not complicated at all, and then it depends on the actions of the monster itself to make the real difference. As for how to do this? That is the spirit of craftsmanship, there is no shortcut, or even theories of success. It depends entirely on the understanding of the movement and doing it bit by bit, and a little bit. The biggest advantage of Monster Hunter is in the action design. He has all the advantages of the previous three types of action games, and they all show perfectly.

Jester once discussed with someone who likes Monster Hunter what the game is to play.

He thought it was a monster fighting game. He said it was a equipment game. After a long time of struggle, he finally unified his mind. This was a equipment game for fighting monsters... In fact, this conclusion was ultimately a monster fighting game.

"Monster Hunter" really does a very good job in controlling the rhythm of monsters. I said that Monster Hunter Ai is simple, but in fact, it is talking about the bottom Ai simple. However, in terms of special treatment of Ai, Monster Hunter is extremely complicated: control of anger, changes in movements after anger, special actions in special areas, etc. These complex treatments not only make the monsters extremely distinctive and easy to remember, but also regulate the game rhythm well. It is not always fighting and fighting, but can be said to be a stroke of magic.

If you have to talk about shortcomings, you can't say nothing except the recognized issue of picture scum.

Or it's not a disadvantage.

That is the difficulty of getting started. This is a game that doesn't seem difficult, but it's very difficult for novices to play. There is basically no teaching in the game. The designer completely expects players to practice weapons in the training center. This method can basically be said to be a mortal in modern games. When the first 20 hours of the Dragon Boom (take 2g as an example), it basically feels like a garbage game (for anyone who comes into contact with monster hunting for the first time). If you insist on living the Dragon Boom Boom, you will love it to death, but 20 hours is really too long...

Why?

Do you know how long it takes to pass the masterpiece "Underworld 3"?

It's just thirteen hours.

When it comes to difficulties, many people will talk about the problem of Ninja Dragon. Regarding Ninja Dragon’s difficulties, it may be that agreements have become customs, or even recognized by players.

In fact, Jester said before that the reason why a game is difficult is that it does not understand the design intention of the game designer at all. As long as you understand the design intention of the designer, no game can be considered difficult.

Many people say that the difficulty of Ninja Dragon is because Ai is difficult... In fact, this is wrong. For action games, Ai is always a child of action design. The most important thing in an action game is the enemy's move speed, the speed of retraction, and then the value (attack and defense, etc.). This is the most important part that determines the difficulty. Ai can only be an auxiliary. As mentioned earlier, Ninja Dragon 2 is an action-corresponding game, and it plays the control and game of time and space.

The essence of Ninja Dragon 2 difficulty is that he has very strict requirements on time and space, because the enemy's moves and take action are quick, and he doesn't even give you reaction time - you must appear in a very suitable place at a very appropriate time to damage the enemy.

At the same time, because these requirements are too strict, the enemy's health of the Ninja Dragon must not be much during design. Under such strict conditions, if the enemy's health is like "Monster Hunter", then stop playing.

It can be said that in terms of the game and application of time and space, Ninja Dragon and Monster Hunter take two completely different paths.

Of course, different paths are the same.

In fact, this strictness is also the success of Ninja Dragon, because he made the feeling of "life and death are just in a moment". This is the best way to make a game with ninja as the theme. From the game "Shadow Blade", Jester can clearly feel that Itagaki's immaturity in thought is here, that is, he has not yet understood at all how to make a ninja game, which is the most suitable one.

Therefore, the strict requirements and the enemy's health are not large at the same time, and the "luck" when we play the Ninja Dragon is the same enemy. Sometimes they are killed in a while, but sometimes they are beaten like dogs... In fact, as long as you are lucky, you need to appear in the right position two or three times, and it will be passed easily here because the enemy's health is small. If you want to control the right position artificially every time, it is very difficult because the requirements are too strict.

On the contrary, when Capcom plays games, their philosophy is to give players enough reaction time to control, and control space and time is very rigorous, which is very different from strictness. This causes the boss's health to be long enough to check the "error rate" controlled by the player... For example, Monster Hunter, you may have played the boss for half an hour, and all your efforts will be wasted because of a greedy mistake...

And at the end of the day.

The main thing Ninja Dragon plays is how to create an opportunity to attack the enemy; while "Monster Hunter" and "Devil May Cry" are how I use the boss's stagger to cause the greatest damage, because it shortens the boss's battle time to reduce the error rate, and long time is the biggest risk of making mistakes.

Some people may wonder that it took so long to make these two games difficult, but why did they say that the game was not difficult at all?

Very brief answer.

You need to understand the designer's original intention when designing the gameplay.

First of all, you must understand the so-called difficulties.

The game "Monster Hunter" is very consistent with Capcom's concept of making games, and it is an enlarged version of the concept.

Kass has been doing many classic action games (and fighting games) since the arcade. Their understanding of action games is roughly as follows: if a player does not want to be beaten and keeps hiding, then no one can hit him; it is the most dangerous thing when the player attacks.

Look at Monster Hunter, if you collect your weapons and keep hiding, no one can hit you. Therefore, the real game in ordinary games is all about: the moves of your own actions, the time game between the moves of the enemy and the action of the enemy. Almost only at this time, there is a possibility of being hit. Then, the first difficulty of "Monster Hunter" comes: you need to truly understand the enemy's moves and the performance of your own actions. As long as you calm down and figure it out, the enemy will never hit you. So, it is not difficult at all.

Which boss can't be killed in 10 minutes when we have played since we were young? If you insist on thinking that it's easy to kill quickly, it's difficult to kill for a long time, then "Monster Hunter" is indeed difficult... The bosses in "Monster Hunter" have a long blood volume. The reason for this design has been mentioned before. A battle will last for a long time, so the second difficulty of "Monster Hunter" is patience.

Because this game takes a long time, people who are impatient are prone to being impetuous and kneel down when they are impetuous... Therefore, as long as you are prepared for a protracted war and not be greedy for swords, it is not difficult at all.

As long as you change your previous thoughts: don't think that a battle will end soon and be prepared for a protracted war. As long as this mindset changes, the game will suddenly be very simple. Because this is the rule designed by the designer, he stipulates how to play this game, so you must adapt. Once you enter the rules, it will be easy.

Let’s talk about Ninja Dragon.

If you insist on dying frequently as a difficult thing, then Ninja Dragon is indeed very difficult.

Jester remembers that when he was on the difficulty of endurance, he achieved a trophy called the indomitable spirit, which is to die fifty times.

But after turning it over, is it really a price to die in Ninju Dragon? If every battle is like a monster hunter, and it takes 30 minutes or even longer, then it is really a big deal to die. It will be useless to fight for so long... But you can think about Ninju Dragon's death, which is not a price at all, and then you can start again at any time after the battle dies... Under such conditions, is it necessary to regard death as a difficult one?

In fact, for the public, the way to play Ninja Dragon 2 is: find the best way to pass this place while constantly dying; after determining the way to pass, try it over and over again, and you can pass it sooner or later.

Therefore, it is not difficult to endure the dragon.

As long as you change your previous thoughts: don’t feel like you fail after death, be prepared to die continuously. Find the correct way to pass in death, and then execute the way to pass in death and pass it. Because this is also the rule designed by the designer, you must adapt.

There are actually many such examples in action games.

For example, the most outstanding act game recognized after the Ninja Ghost War Demon, the "Dark Souls" series. (To be continued, please search for Astronomy, novels are better, updated and faster!
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