Salted Fish’s Self-help Strategy

Chapter 492: Novice Experience (2)

The so-called "roll service" refers to enticing RMB players to leave the old server, enter the new server and start again, and recharge.

For those who don’t play games, it’s unbelievable. After charging 10,000 to 20,000 in the original server, go to the new server to recharge tens of thousands? Is this Shi Lezhi?

However, for big R and even super R, if you change a server can bring a greater experience improvement, there is no hesitation at all.

On the contrary, it is small R and non-R. The interest in rolling service is not high. Anyway, it is not going to become stronger. Which server is different? Unless you are planning to recharge a large amount, there is really no need to change clothes.

For the B-level rating, the project team has nothing to say. They are all gamers who have worked for several years or even more than ten years. Who doesn't know what the evaluation criteria of a 3S-level masterpiece are?

A prerequisite for making a 3S-level game masterpiece is that the producer spends money inside. Not to mention 3S, it is completely possible to upgrade from B-level to S-level. Just throw money in. Chu Yuanxi doesn't need to complain because the company's money is not enough.

However, the diversity of the plot can not bring about the improvement of the player experience. This has almost caused a group of ridicules in the project team. A group of people said that you want to make a random plot? Now you are running and saying that doing random plots can't improve the player experience? At the beginning, let us write the plot to death, and nothing will happen? How many "Joining Lives" and "Tackling" are tossed out by the variety of plots?

However, there were also sober people who noticed what Chu Yuanxi said at the end. Without this set of random plot modules, it is completely impossible for players to reversely influence the main mission and the main plot. This is actually very, very important.

Since the day that RPG games let players play role-playing, there have been calls for open plots, but this is very difficult. Is the plot of "The Legend of Sword and Fairy" good? Good, but no matter how good the plot is, the player has no power to change, and can only follow the plot all the way, even if Li Xiaoyao is fully trained to defeat Elder Shi in Guiyin Mountain, he cannot stop Elder Shi from taking away Zhao Linger.

Later gamers have been working **** the open plot, and some gave players some choices in irrelevant places, no matter what, they could go back to the main plot, or give players some ability to influence the ending when it was near the finale.

There are also some that downplay the main storyline, combining a large number of branch tasks in the form of mission objectives, giving players the illusion of entering an open plot. Like "Might and Magic", "Dragon Age", "Mass Effect" and "Dungeons and Dragons", some use epic scenes of extinction to set off the player's careful thoughts, and some downplay the background of the player's characters to create a complete Open exploration environment, preset a large number of individual events, giving a high degree of freedom.

But these are not actually openness in the plot, but openness in the exploration environment. In other words, the game world is open, but the events in this world are not. Most of the events are isolated, and only the main storyline that has been written to death is linear.

Finally, there is a game called "drama selection drama" called "open but closed", such as orange light games, such as a masterpiece currently in development, "The Invisible Guardian", which will come out in a few months.

In fact, "The Invisible Guardian" is adapted from an orange light game "Latent Red Way" four or five years ago, which is equivalent to remaking the original popular hits according to film and television standards.

There are many options in this type of game, multiple branches, the previous options will greatly affect the final outcome, but in fact the structure is fully enclosed, just a branched closed structure, from a single plot to a star line The plot, but it is impossible to jump from line to line.

The game currently under development by the project team is not the case. The lieutenant will realize the unattainable "Guiyin Mountain rescues Zhao Linger" in "Sword", what about after saving it? Then it depends on how the AI ​​plans to arrange Elder Shi.

This is what Chu Yuanxi wants to experience.

A group of developers work with complicated moods, and from time to time someone looks at Chu Yuanxi's work position.

Since Chu Yuanxi had experienced it several times at Milestone 2, he basically understood the routines in the game, so he knew the process roughly. With the plot to kill Tang Daxia, the base area was also established.

He followed the guide point and returned to [Yuhang Town]. After entering, the content of the interface changed drastically, and it was no longer the screen of the town. The banner reads [Martial Hall] and the screen became an ancient courtyard with [Refining Pharmacy], [Arsenal], [Training Room], etc., and [Exercise Field], this is a place for business, recruiting apprentices to teach martial arts to earn two dollars.

These buildings can be upgraded, and there is a set of construction and management system to control them. After the development of high-level maps, there are rooms for alchemy and symbolism, as well as defensive facilities and defensive positions. Players can deploy troops to guard against the dead, or send troops to attack others. The player's home base.

Chu Yuanxi has played these functions several times. It is a good system for pitting money. It has all the good qualities of domestic pitted mobile games. It is worthy of a group of old planners.

In fact, despite the low evaluation in the report, Chu Yuanxi is basically satisfied with the current work of the planners, especially the novice guidance.

For any mobile game, unless it is a stock-based guide, it will take a lot of energy from the planners and will encounter many very difficult problems.

Interface switching is the natural enemy of novice guidance. The best way to guide is-there are many buttons on the interface, but only allow the player to click on the one that needs to be guided, and all the others are covered~www.wuxiaspot.com~ because the guiding process is messed up after clicking other buttons.

In many cases, the planning responsible for the guidance has to let the programmers write the guidance operations in the code in a "exceptional" manner, which then causes more problems, even the transparent panel used to hide the buttons when the player interface is switched Suddenly ran away, stuck the player to death, unable to operate.

And the novice guidance of "Unwinding" is absolutely nightmare, and it is more difficult to design than any game on the market.

But it won’t work without guidance. Poor guidance will directly reduce the retention rate. If the AI ​​plot is connected to the game, it is not very difficult if only the module is connected and the novice guidance is not considered. However, once the novice guidance comes in, the process can still be determined, but the difficulty is more than tenfold.

Therefore, the planning of the project team has adopted non-mandatory guidance, which is fairly smooth for now. Well, smooth, Chu Yuanxi can only comfort herself so much.

Following the guided process to operate and construct in the martial arts hall, Chu Yuanxi once again entered [Hungry Tiger Ridge], and according to the plot, it was time to play the last level of the boss.

But when he clicked on the challenge button, he was surprised, instead of entering the battle, Nangong Jialuo's vertical painting popped up.

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