To become the richest man from the beginning of the game
Chapter 1305 Complicated "official truancy" mechanism
Chapter 1305 Complicated "official truancy" mechanism
Li Yada's words made Yan Qi more confident.
Although it was hearsay, and Yan Qi couldn't confirm the authenticity of this statement, he had to admit that these words were very inspiring to him.
Moreover, it did provide him with a way to design games.
You can try this way of thinking first, and if it doesn’t work, then let’s talk about it. Anyway, try it out and write a design draft without spending money.
Yan Qi carefully preserved the documents that recorded these contents, for fear of losing them.
Then, he began to compare these contents and began to think about how to do his new game.
"First find a suitable entry point."
"Well... it should be the difficulty of the game."
"For action games, the specific level of difficulty is very important, and it can also be considered in the way of 'spiral' that Sister Li said."
Yan Qi's brain was running fast, and he entered a state of contemplation.
He tried hard to put himself into Mr. Pei, imagining what he would do if Mr. Pei decided to make an action game now.
One thing is certain, Mr. Pei will definitely make major changes to the approach of "Return to the Shore".
And this kind of big change is not overthrow and retrogression, but a spiral upward.
The difficulty of the original domestic action games was too low, not challenging for the players, and the damage of the monsters was not enough, so it didn’t matter even if the players were stabbed a few times, they almost never died, and there was no punishment mechanism after death.
It is precisely for this that Mr. Pei made the design of "Return to the Shore".
Now that Yan Qi wants to go against "Return to the Shore" and make innovations, he must not go backwards.
How to make a difference from "Return to the Shore" without going backwards is a problem.
"The difficulty must not be lowered, at least not too much."
"Because the player is forced to delve into the game's combat system and level design on the premise of ensuring a certain degree of difficulty. If the player is simply mowing the grass all the way, there is no need to hide skills or use props, just press the attack button If you can pass the level, no matter how good the combat system and level design is, the players will not understand it at all.”
"But on the premise of maintaining the difficulty, we have to make a difference from "Return to the Shore"..."
"Um……"
"Skipping class?"
"It seems that there is only one way."
"But you can't escape casually, there must be certain restrictions."
"It doesn't need to be difficult all the time, or more and more difficult. It can be simpler in the later stage. Of course, this simplicity is based on certain techniques and the official 'skipping mechanism'."
"That's right, the official skipping class! Let players feel the hardcore charm of action games, and at the same time explore a variety of ways to pass the level."
"And in the later stage, this kind of fun can become the fun of assembling and playing routines, which is equivalent to providing players with more diversified customs clearance methods and playing methods!"
Yan Qi quickly thought of a solution.
Of course, the main reason is that other roads have been taken. With "Turn Back to the Shore" before him, in order to make a difference from "Turn Back to the Shore", he only has this road to go.
The solution Yan Qi came up with was to skip class officially.
And this kind of official skipping class is different from Purdue in "Return to the Shore".
Purdue's method of skipping class still does not jump out of the combat system of "Return to the Shore", it is a purely numerical skipping class.When this weapon deals with a specific enemy, it has high damage and quick shots, so it can skip class.
The significance of the existence of Purdue's weapon is not only to allow handicapped players to pass the level, but also to highlight the philosophical value of the game "Return to the Shore".
There are advantages, but there are also corresponding disadvantages.
There is no such thing as perfect game design, it must only satisfy the tastes of some players at the expense of others.
"Return to the Shore" is actually a game that does not allow skipping classes. You can skip classes, but you have to make up everything later.
Skipping class with Purdue means that you can't play a perfect ending.
But what if the designer adds more complex systems to the game, allowing players to use spells, long-range attacks or special equipment methods to clear the level in a simple way?
In this way, the biggest problem is the loss of the philosophical connotation of "Return to the Shore", but what Yan Qi did was not "Return to the Shore", he could not inherit this philosophical connotation, let alone reach the level that "Return to the Shore" broke the dimensional wall.
The benefit of this is that the player base has broadened, and for some players, the fun of the later game is stronger.
The game "Return to the Shore" actually emphasizes the process of a player's own growth, and the growth of characters in the game is very limited.
This is the reason why some bosses can use the initial weapon to fight the final boss, or pass the whole process without taking damage.
If the attribute of the final boss is tens of thousands of times, 10,000+ times, the attack power of the initial weapon, then it is impossible for the player to pass the level with the initial weapon.
In order to allow players to better experience their own sense of growth, "Return to the Shore" deliberately compressed the growth value of the characters in the game.
In other words, upgrading can make you suffer less, but not free from suffering; and after your own skills grow, you can pass the level without injury with an initial weapon.
This is the characteristic of "Return to the Shore".
Originally, Yan Qi didn't dare to deny it, but now Yan Qi realizes that he must deny this, otherwise the game he made would be a parody of "Return to the Shore", without any meaning of existence.
The solution Yan Qi came up with was to add back the numerical growth of the character and give the player another way to clear the game.
It doesn’t matter for handicapped players to skip classes all the way, they can play as they like; big players can still challenge themselves, achieve various non-injury records, and be worshiped by others; in the later stage, after the player’s technology reaches the bottleneck, he can continue to play. Go play role fitting, explore game mechanics, and extend the life of the game.
After confirming this point, Yan Qi began to think about how to "officially skip class".
"The basic combat system of the game can be regarded as martial arts, swords, guns, swords and halberds... Various weapons have different usages, just like each weapon in "Return to the Shore" has different weapon skills."
"The other combat system can be regarded as an official skipping class, or as a way to reduce the difficulty and make it easier to pass the game."
"In fact, the method of skipping class is very simple. It is nothing more than spells, long-range attacks, and some game mechanisms with powerful effects such as rebirth and temporary invincibility."
"And the packaging of these contents, combined with the background of Chinese culture, can be made into different systems such as Taoism, Buddhism, Confucianism, and art of war."
"Taoism, the key words are alchemy, spells, psychics, formations, etc."
"Buddhism, the key words are body training, mind training, observance of precepts, transcendence, etc."
"Confucianism, the key words are to study things to gain knowledge, self-restraint and guarding one's heart, etc."
"The art of war, the key words are bow and arrow, formation, efficient use of various weapons and armor, etc."
"These four systems have to be differentiated, each with its own characteristics, and players can't take care of both. They must choose the appropriate system for their own weapons and styles of play."
"These four systems are actually assisting and improving the character's strength, but the emphasis is different."
"Taoism and alchemy can provide buffs to characters. The effect is excellent, but it has a certain duration and needs to consume materials. Amulets can add buffs to oneself, and can also limit monsters and enemies. Psychics can summon ghosts, and formations It is through the arrangement of spells in advance that specific effects can be obtained when fighting within a certain range."
"Taoism is more suitable for players who like to make full preparations before the battle and pursue maximum improvement."
"Dharma emphasizes the cultivation of the character itself. Body training can increase attack power and reduce damage. The effect is longer-lasting and does not need to consume materials, but the value is not as good as Taoism. When attacking a specific monster enemy, Buddhism may also There is an additional damage bonus."
"Dharma should be more suitable for lazy players. It provides a permanent buff effect, does not require complicated pre-battle preparations, and does not need to worry about running out of materials halfway through the battle."
"Confucianism, you can see through the weakness of the boss through the knowledge of things, and you can strengthen your own attack to attack the weakness of the boss. It will not improve the defense of the player character, but for players who are not injured, it is the best way to kill the boss quickly. Good choice."
"Confucianism is more suitable for boss players, because Taoism, Buddhism, and art of war all have means to enhance their own defense and survivability, but Confucianism does not. Under the subtle operation of boss players, Confucianism can reach the boss faster. For quick kills."
"The Art of War is to allow players to better improve the lethality of bows and arrows, the defense of armor, and also improve the group gain effect when online or summoning NPCs. It is also a permanent buff, and it is more versatile."
"The Art of War is more suitable for beginners. Although it also consumes materials and requires pre-battle preparations, it is relatively simple to use. The effect is especially significant in the early stage. In the later stage, it can also be used for some unorthodox methods, such as bow and arrow skills. It also has a good effect on improving."
"Players can freely choose among four systems according to their preferences."
"However, there must be restrictions on point allocation, just like talent points. For example, a system must require 100 points to select the ultimate talent, and players can only get about 220 points in total."
"You can choose to point out the ultimate talent in the two systems, or you can choose to give up one of the ultimate talents and use the points for the middle-level skills of other systems. If you don't even use the ultimate talent, you can also average the points in the four systems."
"There is no standard answer for the point method, the key is to match your equipment and style of play."
Yan Qi took a look at the prototype of the core combat system he had designed, and nodded with satisfaction.
It feels quite interesting, at least it is very different from "Return to the Shore"!
(End of this chapter)
Li Yada's words made Yan Qi more confident.
Although it was hearsay, and Yan Qi couldn't confirm the authenticity of this statement, he had to admit that these words were very inspiring to him.
Moreover, it did provide him with a way to design games.
You can try this way of thinking first, and if it doesn’t work, then let’s talk about it. Anyway, try it out and write a design draft without spending money.
Yan Qi carefully preserved the documents that recorded these contents, for fear of losing them.
Then, he began to compare these contents and began to think about how to do his new game.
"First find a suitable entry point."
"Well... it should be the difficulty of the game."
"For action games, the specific level of difficulty is very important, and it can also be considered in the way of 'spiral' that Sister Li said."
Yan Qi's brain was running fast, and he entered a state of contemplation.
He tried hard to put himself into Mr. Pei, imagining what he would do if Mr. Pei decided to make an action game now.
One thing is certain, Mr. Pei will definitely make major changes to the approach of "Return to the Shore".
And this kind of big change is not overthrow and retrogression, but a spiral upward.
The difficulty of the original domestic action games was too low, not challenging for the players, and the damage of the monsters was not enough, so it didn’t matter even if the players were stabbed a few times, they almost never died, and there was no punishment mechanism after death.
It is precisely for this that Mr. Pei made the design of "Return to the Shore".
Now that Yan Qi wants to go against "Return to the Shore" and make innovations, he must not go backwards.
How to make a difference from "Return to the Shore" without going backwards is a problem.
"The difficulty must not be lowered, at least not too much."
"Because the player is forced to delve into the game's combat system and level design on the premise of ensuring a certain degree of difficulty. If the player is simply mowing the grass all the way, there is no need to hide skills or use props, just press the attack button If you can pass the level, no matter how good the combat system and level design is, the players will not understand it at all.”
"But on the premise of maintaining the difficulty, we have to make a difference from "Return to the Shore"..."
"Um……"
"Skipping class?"
"It seems that there is only one way."
"But you can't escape casually, there must be certain restrictions."
"It doesn't need to be difficult all the time, or more and more difficult. It can be simpler in the later stage. Of course, this simplicity is based on certain techniques and the official 'skipping mechanism'."
"That's right, the official skipping class! Let players feel the hardcore charm of action games, and at the same time explore a variety of ways to pass the level."
"And in the later stage, this kind of fun can become the fun of assembling and playing routines, which is equivalent to providing players with more diversified customs clearance methods and playing methods!"
Yan Qi quickly thought of a solution.
Of course, the main reason is that other roads have been taken. With "Turn Back to the Shore" before him, in order to make a difference from "Turn Back to the Shore", he only has this road to go.
The solution Yan Qi came up with was to skip class officially.
And this kind of official skipping class is different from Purdue in "Return to the Shore".
Purdue's method of skipping class still does not jump out of the combat system of "Return to the Shore", it is a purely numerical skipping class.When this weapon deals with a specific enemy, it has high damage and quick shots, so it can skip class.
The significance of the existence of Purdue's weapon is not only to allow handicapped players to pass the level, but also to highlight the philosophical value of the game "Return to the Shore".
There are advantages, but there are also corresponding disadvantages.
There is no such thing as perfect game design, it must only satisfy the tastes of some players at the expense of others.
"Return to the Shore" is actually a game that does not allow skipping classes. You can skip classes, but you have to make up everything later.
Skipping class with Purdue means that you can't play a perfect ending.
But what if the designer adds more complex systems to the game, allowing players to use spells, long-range attacks or special equipment methods to clear the level in a simple way?
In this way, the biggest problem is the loss of the philosophical connotation of "Return to the Shore", but what Yan Qi did was not "Return to the Shore", he could not inherit this philosophical connotation, let alone reach the level that "Return to the Shore" broke the dimensional wall.
The benefit of this is that the player base has broadened, and for some players, the fun of the later game is stronger.
The game "Return to the Shore" actually emphasizes the process of a player's own growth, and the growth of characters in the game is very limited.
This is the reason why some bosses can use the initial weapon to fight the final boss, or pass the whole process without taking damage.
If the attribute of the final boss is tens of thousands of times, 10,000+ times, the attack power of the initial weapon, then it is impossible for the player to pass the level with the initial weapon.
In order to allow players to better experience their own sense of growth, "Return to the Shore" deliberately compressed the growth value of the characters in the game.
In other words, upgrading can make you suffer less, but not free from suffering; and after your own skills grow, you can pass the level without injury with an initial weapon.
This is the characteristic of "Return to the Shore".
Originally, Yan Qi didn't dare to deny it, but now Yan Qi realizes that he must deny this, otherwise the game he made would be a parody of "Return to the Shore", without any meaning of existence.
The solution Yan Qi came up with was to add back the numerical growth of the character and give the player another way to clear the game.
It doesn’t matter for handicapped players to skip classes all the way, they can play as they like; big players can still challenge themselves, achieve various non-injury records, and be worshiped by others; in the later stage, after the player’s technology reaches the bottleneck, he can continue to play. Go play role fitting, explore game mechanics, and extend the life of the game.
After confirming this point, Yan Qi began to think about how to "officially skip class".
"The basic combat system of the game can be regarded as martial arts, swords, guns, swords and halberds... Various weapons have different usages, just like each weapon in "Return to the Shore" has different weapon skills."
"The other combat system can be regarded as an official skipping class, or as a way to reduce the difficulty and make it easier to pass the game."
"In fact, the method of skipping class is very simple. It is nothing more than spells, long-range attacks, and some game mechanisms with powerful effects such as rebirth and temporary invincibility."
"And the packaging of these contents, combined with the background of Chinese culture, can be made into different systems such as Taoism, Buddhism, Confucianism, and art of war."
"Taoism, the key words are alchemy, spells, psychics, formations, etc."
"Buddhism, the key words are body training, mind training, observance of precepts, transcendence, etc."
"Confucianism, the key words are to study things to gain knowledge, self-restraint and guarding one's heart, etc."
"The art of war, the key words are bow and arrow, formation, efficient use of various weapons and armor, etc."
"These four systems have to be differentiated, each with its own characteristics, and players can't take care of both. They must choose the appropriate system for their own weapons and styles of play."
"These four systems are actually assisting and improving the character's strength, but the emphasis is different."
"Taoism and alchemy can provide buffs to characters. The effect is excellent, but it has a certain duration and needs to consume materials. Amulets can add buffs to oneself, and can also limit monsters and enemies. Psychics can summon ghosts, and formations It is through the arrangement of spells in advance that specific effects can be obtained when fighting within a certain range."
"Taoism is more suitable for players who like to make full preparations before the battle and pursue maximum improvement."
"Dharma emphasizes the cultivation of the character itself. Body training can increase attack power and reduce damage. The effect is longer-lasting and does not need to consume materials, but the value is not as good as Taoism. When attacking a specific monster enemy, Buddhism may also There is an additional damage bonus."
"Dharma should be more suitable for lazy players. It provides a permanent buff effect, does not require complicated pre-battle preparations, and does not need to worry about running out of materials halfway through the battle."
"Confucianism, you can see through the weakness of the boss through the knowledge of things, and you can strengthen your own attack to attack the weakness of the boss. It will not improve the defense of the player character, but for players who are not injured, it is the best way to kill the boss quickly. Good choice."
"Confucianism is more suitable for boss players, because Taoism, Buddhism, and art of war all have means to enhance their own defense and survivability, but Confucianism does not. Under the subtle operation of boss players, Confucianism can reach the boss faster. For quick kills."
"The Art of War is to allow players to better improve the lethality of bows and arrows, the defense of armor, and also improve the group gain effect when online or summoning NPCs. It is also a permanent buff, and it is more versatile."
"The Art of War is more suitable for beginners. Although it also consumes materials and requires pre-battle preparations, it is relatively simple to use. The effect is especially significant in the early stage. In the later stage, it can also be used for some unorthodox methods, such as bow and arrow skills. It also has a good effect on improving."
"Players can freely choose among four systems according to their preferences."
"However, there must be restrictions on point allocation, just like talent points. For example, a system must require 100 points to select the ultimate talent, and players can only get about 220 points in total."
"You can choose to point out the ultimate talent in the two systems, or you can choose to give up one of the ultimate talents and use the points for the middle-level skills of other systems. If you don't even use the ultimate talent, you can also average the points in the four systems."
"There is no standard answer for the point method, the key is to match your equipment and style of play."
Yan Qi took a look at the prototype of the core combat system he had designed, and nodded with satisfaction.
It feels quite interesting, at least it is very different from "Return to the Shore"!
(End of this chapter)
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