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Chapter 470 How to design a popular Roguelike game

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Jester has a lot to do in this game.

He remembered that the development team of "The Stone Guardian" was not very easy when developing this game, nor was it achieved overnight, because one of the characteristics of roguelike's game is complex and troublesome, but in a game, this is a taboo.

The research and development of "Runite Guardian" went through two stages. After the first stage was completed, they conducted a test, and the results were not ideal.

Because the game is too complicated.

Then, the people in the development team learned from their mistakes and could almost describe their secondary research and development by pushing down and redoing.

In fact, it is not just "The Stone Guardian". Many producers of this type of game will gain a lot of experience when making this type of game. Jester has read many articles or interviews on this aspect, so he still has a deep understanding of this type of game.

Jester sat on his seat and pulled out a blank piece of paper again, just like he did when he was thinking about how to design a game. He would write down everything he thought about the game, and then consider how to make it based on what he wrote.

Jester has used this method for many years, and he concluded that it is very good.

He picked up the pen, stroked it casually on the paper, tried the feel, and then thought for a while before he began his memories of such games.

first.

"Traditional roguelike games lack a clear end point, although they have the rpg component. However, most games are endlessly playing, or collecting symbolic items such as the 'amulet-of-yendor' in rogue, or the 'orb-of-zot' in dcss and "Dwarf Fortress" and the lack of a sense of purpose leads to players entering a state of fatigue in the later stage of the game."

"And the lack of storytelling makes this state of fatigue very easy to give up the game after continuous failures. Many new games have tried to add stories and endings as the end points and goals of the game, providing players with motivation. For example, ftl also provides a large library of random events to ensure that the game has something to play on another line and can be pursued."

Jester stopped writing this article. This is the first thing he should pay attention to when designing this kind of game again. He must not let the characteristics or characteristics of this old-fashioned roguelike game be introduced into a dead end.

Then, he continued to write on the blank paper.

"Roguelike generally has difficulties in getting started, which is because the old roguelike game is not a 'product' in the strict sense - it is more like a 'work' maintained by many people. This 'semi-crowd' form determines that its final expression is more multidimensional, and the complexity increases with time, and the difficulty of getting started by players continues to increase, making it difficult for new players to join the game."

"The games that are not welcomed by new players are in any type of games or in any era of games. They have no future."

Having written this, Jester once again put Bi aside, and he began to think while rubbing his forehead.

Is there any solution?

Countless thoughts flashed through his mind one by one. He had played many roguelike games before, comparing one game at a time, and analyzing one game at a time.

I don’t have much time to think, it’s only about ten minutes.

Jester really thought of a game. To be precise, he thought of a variant of roguelike to the game from a game, which is called rogue-lite to the game.

This game that Jester thought of is called "rogue-legacy".

"Rogue-legacy has claimed to be a rogue-lite game since its release. What is a rogue-lite game? It's very simple, it means a light roguelike."

"From the way the game is displayed, "rogue-legacy" uses action direction to get rid of the traditional turn-based setting method, uses the high replayability of the roguelike game, and combines the satisfaction that is easily obtained by action games. The original goal of "rogue-legacy" is to create a 2D version of "dark-souls", which is the Dark Souls."

"And for lighter users, the designer mentioned in his initial game vision that a clear goal of 'make-death-fun' will accumulate a certain amount of money every time he dies, and can use money to upgrade some of the players' attributes. The game designer understands that this is very controversial, but this is indispensable for the players he serves."

Jester stopped pen again.

What he thought of was just some memories of this type of game. Whether it would be used in the games he was going to make was only unknown. His current concept of making games is no longer what he knew to copy just when he came to this world.

In fact, what he is doing now is to propose the general framework and direction of the game, and then to complete the more detailed things naturally with the best game development team in the world under his command.

So, these games he made.

It is much better than those of the original developers who made it better than those of the same era.

Then Jester stretched and just as he stopped writing, he thought of a rogue-lite game again.

This game is called "the-binding-of-isaac". In the mouths of this type of game enthusiast, this game is usually called "Isaac". This is a game that refers to Zelda and the rogue system, and is largely referenced to the design ideas of "rogue-legacy".

However, unlike "rogue-legacy", "Isaac" does not use gold coins as a carrier as clearly like "rogue-legac". They use a kind of thing that provides a large number of unlocking as a permanent upgrade element, allowing players to constantly immerse themselves in it and try new gameplay.

Jester remembers that when Macmillan, the designer of this game, mentioned in particular that when talking about the role of roguelike in this game, he said that a lot of randomness keeps the player's fun playing repeatedly, when the content of the player plays differently every time.

Then, fun comes naturally.

By doing this, many games take advantage of the long-lasting gameplay brought by roguelike randomness, and combine this randomness with other elements to form a new game. On the other hand, many game developers have also seen the limitations brought by "Berlin definition", such as turn-based, square-based, etc., and new producers generally maintain a evasive attitude towards this.

The Berlin definition was designated in 2008, while "Isaac" was released in about one year. It was just less than three years away from the "Berlin definition", and roguelike may need to be redefined.

“Definition of Berlin.”

Jester picked up the pen again, wrote these words on the paper, and then fell into deep thought again.

There are many contents of Berlin definition, and Jester couldn't understand it for a while. In fact, it was impossible for him to completely memorize the contents of Berlin definition. However, naturally, someone would summarize the main contents of Berlin definition. Jester still remembers the main contents of Berlin definition very clearly.

Basically, there are six characteristics of this type of game.

Jester picked up the pen again and started writing on the paper again.

"First of all, the game mentioned many times ago is also this kind of game. The most important thing is a feature, that is, the randomness of generation, which is crucial and the most core. Every new game will randomly generate different things such as game scenes, enemies, treasures, etc., and each adventure of the player will be unique and unreplicable. What's more, as long as the player wants, the player can set the roles he plays to randomly generate, such as enemies, weapons, or even just a character's skin or a river in the scene, etc."

After writing the first point, Jester pondered for a while. In fact, this feature is not just about this type of game. Many types of games generate randomness are crucial attributes.

Therefore, many senior game developers will use randomness to generate and use it as the core game, and call it a derivative game of roguelike. Perhaps the most famous game in later generations that takes randomness as the selling point is the "Diablo" series.

After a moment of pause, Jester began to write about the second feature of the definition of Berlin.

"Secondly, it is the one-way nature of the process."

"When a player is playing a roguelike game, the only function of the archive function is to record your current game progress. Whenever the save is read, the corresponding progress will be cleared until you proceed to the next save. This save mechanism ensures that players cannot use 's/l**' to reduce the difficulty of the game - and even in the roguelike player circle, manually backing up the save will be despised as a cheating behavior."

"In fact, in the game "Runite Guardian", the designer directly eliminated the possibility of s/l**."
Chapter completed!
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