game development designer
Chapter 65 What players need is not to teach them how to play the game
Chapter 65 What players need is not to teach them how to play the game
I have to say that the performance of the finished product of "Meteor Butterfly Sword" is indeed very good, especially the combination of action and martial arts. Although it is not top-notch, but because there have been no works with the same theme before, or such excellent works have not appeared. , so the feeling is very shocking.
And the motion capture technology used in the "Jianghu" project can be fully applied. It is easier to actually change the Jianghu than to start from scratch, because it is not the same as the classical RPG, using similar 3D modeling, with 45-angle God Top-down view of the game.
Although it is a turn-based mode of Zhanqi, it is similar to the operation method of ACT games. Players can manipulate the protagonist to roam freely on the open map, and even use light skills to leap to the roof and the top of the mountain.
"However, in the game, there are hundreds and thousands of different skills, and the system of team followers is also one of the main gameplays. It is difficult to reflect its essence if it is not based on the turn-based battle flag." Also different from Xu Chang, Pigg on one side also put forward his own views.
According to the game settings in "Jianghu", players can not only create their own characters.
As the game progresses, players can also recover NPCs as teammates in the team during the mission, and according to the settings, almost as long as they are not passers-by and have some background of their own, they can be included as teammates.
In addition, combat voices, martial arts voices, etc. are all included, and even if you like a certain NPC teammate, you can even equip the NPC teammate with the martial arts skills, magic skills, and magic blades you have obtained.
The nurturing elements of RPG can be said to be greatly reflected in "Jianghu". You can even take an ordinary beggar and help him change his life against the sky to become a generation of martial arts heroes.
And if the game is changed to an action game, a battle is just a personal show, although if the action and strike are done well, it will really make the player feel very cool.
But what about the next game?
According to the original setting of "Jianghu", the traditional classical RPG elements accounted for the most. The main feature of the game is not just the refreshing feeling of action and combat.
The reason why motion capture technology is used is just to make the game more brilliant in combat and keep improving.
What Chuhe cares more about is the sales of the final game product. Domestic sales exceed 200 million in a month, which is obviously a very high number. Even if it is not domestic, it can break 200 million in a month globally. It's already a very good quality game.
"Change the game operation, but it is not the same as Meteor Butterfly Sword and most Western-style ARPGs. The release of skills is the same as originally planned, but the action points and turn-based features are cancelled, so that players can engage in real-time battles on the map." Chu He After thinking about it, he said to everyone.
This method is not technically difficult. In fact, there are some RPG masterpieces that use this real-time combat method.
The more difficult point is how to better allow players to not only experience the fun of creating their own characters, but also feel the fun of growing NPCs.
This is the most difficult point to deal with. If it is not done properly, the original NPC development characteristics will become a dispensable follower system. The battle may provide a little help, but more is still being used. The player ignores it, or becomes a resident of the player's Crystal Palace after various beautiful girl MODs appear.
"Camera switching, when the favorability reaches the highest, players can not only manipulate the characters they created, but also use NPCs to experience the plot of NPCs, and the protagonist's team can accommodate up to 3 people at the same time. After more than 3 people, the proficiency is enough NPC teammates will live their own lives in the game according to their own AI."
"And players themselves can switch back and forth between various NPCs that meet the requirements. Let the players choose for themselves, whether to experience the fun of nurturing NPCs, or to experience the characters they created to roam the rivers and lakes." Chu He thought for a while and said.
From the birth of the original RPG, limited by the constraints of technology and hardware, the RPGs at that time were all kingly RPGs, that is, RPGs with linear narratives. Comedies can't be changed, and the plot is always made.
Later, with the game innovation, as well as the development of hardware and technology, RPG was born with multiple story modes, ARPG, and open sandbox gameplay.
All of these mean that the concept of game makers is changing.
If the original game maker is compared to God, players can only follow the path given by the game maker.
In the later games, although the game producers still exist like God in the game, they are doing their best to let players experience that feeling of God.
Let players stay in the game as much as possible, choose their favorite gameplay, and choose the ending they want to achieve.
For example, a game with a happy ending and a tragic death of all important characters.
Some players will play through all the plots in order to experience all the plots. However, although some players know the trigger conditions of the tragedy, they will still choose to go all out to achieve the perfect ending conditions in the second and third weeks.
Even with this ending, he has played it many times, this is the choice made by the players themselves.
What game producers need to do is to let the players make their own decisions as much as possible, instead of making decisions for the players.
Because the person who plays the game is always the player himself.
The production of a game is definitely not that easy. During the production process, the teams will definitely have their own ideas and debates.
This is true even for some independent games of small teams, not to mention "Jianghu" with an investment close to hundreds of millions.
For such a project, everyone in the team is extra caring and serious.
The investment of hundreds of millions is not the biggest investment in a domestic game, but it is definitely not small. After all, this is a stand-alone game, not like those large-scale online games.
Those online games invested hundreds of millions of dollars because their characteristics can help them earn several times or ten times in the later stage.
But stand-alone games are different. Once they fail, not only will they bear the player's infamy, but the entire company will lose everything. This is also the reason why domestic stand-alone manufacturers cannot attract large investments.
After all, a businessman is a businessman, and what needs to be weighed is the profit and the risk. For the country, the profit of a stand-alone game is not as high as that of an online game, but the risk is countless times higher than that of an online game. It is obvious how to choose.
(End of this chapter)
I have to say that the performance of the finished product of "Meteor Butterfly Sword" is indeed very good, especially the combination of action and martial arts. Although it is not top-notch, but because there have been no works with the same theme before, or such excellent works have not appeared. , so the feeling is very shocking.
And the motion capture technology used in the "Jianghu" project can be fully applied. It is easier to actually change the Jianghu than to start from scratch, because it is not the same as the classical RPG, using similar 3D modeling, with 45-angle God Top-down view of the game.
Although it is a turn-based mode of Zhanqi, it is similar to the operation method of ACT games. Players can manipulate the protagonist to roam freely on the open map, and even use light skills to leap to the roof and the top of the mountain.
"However, in the game, there are hundreds and thousands of different skills, and the system of team followers is also one of the main gameplays. It is difficult to reflect its essence if it is not based on the turn-based battle flag." Also different from Xu Chang, Pigg on one side also put forward his own views.
According to the game settings in "Jianghu", players can not only create their own characters.
As the game progresses, players can also recover NPCs as teammates in the team during the mission, and according to the settings, almost as long as they are not passers-by and have some background of their own, they can be included as teammates.
In addition, combat voices, martial arts voices, etc. are all included, and even if you like a certain NPC teammate, you can even equip the NPC teammate with the martial arts skills, magic skills, and magic blades you have obtained.
The nurturing elements of RPG can be said to be greatly reflected in "Jianghu". You can even take an ordinary beggar and help him change his life against the sky to become a generation of martial arts heroes.
And if the game is changed to an action game, a battle is just a personal show, although if the action and strike are done well, it will really make the player feel very cool.
But what about the next game?
According to the original setting of "Jianghu", the traditional classical RPG elements accounted for the most. The main feature of the game is not just the refreshing feeling of action and combat.
The reason why motion capture technology is used is just to make the game more brilliant in combat and keep improving.
What Chuhe cares more about is the sales of the final game product. Domestic sales exceed 200 million in a month, which is obviously a very high number. Even if it is not domestic, it can break 200 million in a month globally. It's already a very good quality game.
"Change the game operation, but it is not the same as Meteor Butterfly Sword and most Western-style ARPGs. The release of skills is the same as originally planned, but the action points and turn-based features are cancelled, so that players can engage in real-time battles on the map." Chu He After thinking about it, he said to everyone.
This method is not technically difficult. In fact, there are some RPG masterpieces that use this real-time combat method.
The more difficult point is how to better allow players to not only experience the fun of creating their own characters, but also feel the fun of growing NPCs.
This is the most difficult point to deal with. If it is not done properly, the original NPC development characteristics will become a dispensable follower system. The battle may provide a little help, but more is still being used. The player ignores it, or becomes a resident of the player's Crystal Palace after various beautiful girl MODs appear.
"Camera switching, when the favorability reaches the highest, players can not only manipulate the characters they created, but also use NPCs to experience the plot of NPCs, and the protagonist's team can accommodate up to 3 people at the same time. After more than 3 people, the proficiency is enough NPC teammates will live their own lives in the game according to their own AI."
"And players themselves can switch back and forth between various NPCs that meet the requirements. Let the players choose for themselves, whether to experience the fun of nurturing NPCs, or to experience the characters they created to roam the rivers and lakes." Chu He thought for a while and said.
From the birth of the original RPG, limited by the constraints of technology and hardware, the RPGs at that time were all kingly RPGs, that is, RPGs with linear narratives. Comedies can't be changed, and the plot is always made.
Later, with the game innovation, as well as the development of hardware and technology, RPG was born with multiple story modes, ARPG, and open sandbox gameplay.
All of these mean that the concept of game makers is changing.
If the original game maker is compared to God, players can only follow the path given by the game maker.
In the later games, although the game producers still exist like God in the game, they are doing their best to let players experience that feeling of God.
Let players stay in the game as much as possible, choose their favorite gameplay, and choose the ending they want to achieve.
For example, a game with a happy ending and a tragic death of all important characters.
Some players will play through all the plots in order to experience all the plots. However, although some players know the trigger conditions of the tragedy, they will still choose to go all out to achieve the perfect ending conditions in the second and third weeks.
Even with this ending, he has played it many times, this is the choice made by the players themselves.
What game producers need to do is to let the players make their own decisions as much as possible, instead of making decisions for the players.
Because the person who plays the game is always the player himself.
The production of a game is definitely not that easy. During the production process, the teams will definitely have their own ideas and debates.
This is true even for some independent games of small teams, not to mention "Jianghu" with an investment close to hundreds of millions.
For such a project, everyone in the team is extra caring and serious.
The investment of hundreds of millions is not the biggest investment in a domestic game, but it is definitely not small. After all, this is a stand-alone game, not like those large-scale online games.
Those online games invested hundreds of millions of dollars because their characteristics can help them earn several times or ten times in the later stage.
But stand-alone games are different. Once they fail, not only will they bear the player's infamy, but the entire company will lose everything. This is also the reason why domestic stand-alone manufacturers cannot attract large investments.
After all, a businessman is a businessman, and what needs to be weighed is the profit and the risk. For the country, the profit of a stand-alone game is not as high as that of an online game, but the risk is countless times higher than that of an online game. It is obvious how to choose.
(End of this chapter)
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