Chapter 632 Action Games
In fact, judging from the rapid rise of the "God of War" series, this experiential action game is indeed impeccable, so for newcomers who make action games, this is definitely the best solution. For example, making a multi-protagonist and multi-weapon game, making the basic movements, strikes, etc. well, and then trying to be as large as possible in the experience gap between each protagonist or weapon, then in the end, this is definitely an excellent game. When making this game, there are few difficulties: action design, feel debugging, and how to make a difference between different protagonists and weapons.
In fact, this style was the later domestic act game called "The Legend of Demons from Heaven".
When they were promoting, they were hyping that it was a domestic Devil May Cry, and when they watched the demonstration, they seemed to have various floating combos, which were very similar to Devil May Cry, but this was just a superficial phenomenon.
In the core of this game, there is this experiential action game.
The action design is simple, and the combat experience is not as touching as Devil May Cry and Ninja Dragon, but you will continue to experience this kind of combat between different characters and different characters. Each character and each weapon is a different experience. This different experience is the biggest selling point of this game.
There is also an action game called a rule-based action game.
How should this type of game be understood?
Actually very simple.
Different weapons or protagonists not only have great differences in experience, but also correspond to different enemies and bosses. When playing this type of game, players need to think: "When this enemy appears, what will I use to hit him with the highest efficiency."
In fact, this is the first type of evolution.
Due to the addition of this change, the game will appear more "fun".
But this approach has both advantages and disadvantages. Although it is more interesting, if players need to think too much during the battle, they will not be able to fully concentrate on experiencing the refreshing movements. They must grasp the degree of thinking and the corresponding intensity, which is a test of the designer's skills.
To put it in an example.
Devil May Cry 3 and "New Devil May Cry" are both of this type.
But why did the former succeed? And the latter fail in terms of reputation and sales?
The difference lies in "level design".
For action games, the so-called "level design" is actually mainly the arrangement of enemies.
Let’s take a look at “New Devil May Cry”.
It can be said to be a completely negative teaching material for action games.
Fighting a minion requires various weapons to change, and the strong correspondence greatly reduces the pleasure of the game; fighting a boss has nothing to do with weapons, so that players have no idea what the main idea is in this game with various weapons; a single minion battle is full of two or more powerful correspondences, which is simply outrageous; a small boss can adjust the corresponding rhythm, but there are too many small bosses...
The shortcomings are almost countless, but in contrast, "Devil May Cry 3" is not the case at all.
For example, there is almost no correspondence between the bottom soldiers; the small boss generates a correspondence; the bottom boss is easy to fight with the right weapon. This is a gradual process. From here, you can actually see the difficulty of the corresponding rules to the action game, which is to add two more points on the basis of the experiential action game.
First, it is to reasonably design the corresponding rules. The simplest example: You can't let a fire-attribute weapon restrain water-attribute enemies, right? Second, it is reasonable to design the level process. How to meet these four important steps: obtaining - familiarizing - strengthening - carrying forward.
And the last type.
It is the action corresponding to the action game, which is almost the most difficult type of action game to design.
At first glance, this kind of game looks the same as an action game! For example, at low difficulty, it is enough to just play randomly and just enjoy it. But at high difficulty, you will find that this game actually corresponds to time and space between your moves and the enemy's moves. Players are considering "what moves I use when the enemy uses" or "what moves I use in unit time to achieve the highest efficiency."
Currently recognized in the world, the peak of several act games are the ones. "Devil May Cry 1", "Devil May Cry 4", and "Ninyu Dragon 2" all belong to this type.
The action corresponds to the highest level of action production and the most difficult. The starting time, hard straight time, interruption time, attack box size, knockback distance, etc. of each action are all very particular.
This kind of action-corresponding design method is a reliable theory, even in the future. In the world, it may be only the Cap's action design team and the sulfuric face alone... because each game has the right grasp of this thing. Devil May Cry 1 and 4 are purely the action-corresponding, so it was said at that time that the 4th generation was a work that returned to the 1st generation.
As the name suggests, the difficulty of making a game lies in the reasonable design action corresponding rules.
For designers who want to make this kind of game, they can only carefully pinch every frame of each action. There is no shortcut to take. They can only constantly accumulate experience in this type of game. For example, you must play many action games and understand the meaning of action very well.
There are actually many such examples. For example, just because two players were able to master the videos of "God of War 3" and the videos they made were seen by people from Santa Monica Studio, Santa Monica Studio directly sent an invitation to the two players. These two players really got the job of Santa Monica Studio, which can be regarded as a good story between game developers and players.
Don't think there are very few examples like this.
Although it is indeed not too many, there are still many such things in the future gaming industry.
For example, the most famous one, an old player who has played World of Warcraft, may know that in World of Warcraft in the 1960s, there was a very famous prop that would only fall from the Hammer of Doom. If you get this prop, you can do a task and kill the Black Dragon Princess. After completing this task, the tasker will get a weapon that was the symbol of the warrior T at that time, Quelcera.
This weapon was a symbol of the warrior T at that time. Basically, it depends on the level of a guild. It only takes a look at whether they have MT carrying Quelcera on their backs.
This prop is called "Flor's Dragon Slaying Technology Outline".
Maybe many people were curious at that time, who was this Flor? Is there a legendary hero in the history of World of Warcraft?
However, after searching through the history of the monster, some people could not find such a character no matter what. They were puzzled at that time, who was this guy? Of course, someone later solved the answer.
This Flor was actually a designer in "World of Warcraft" at that time. Flor was not his real name, but his game id, or even his id in World of Warcraft, but his similar game in another similar game. "Endless Mission" pioneer of "World of Warcraft" is an id in eq.
This id is very prominent in eq, a bit similar to Brother Kun in the 1960s in World of Warcraft.
At that time, the boss who captured almost all the dungeons of EQ and the wild leader killed the same guild, and the president of this guild was called Flor.
It is precisely for this reason that Blizzard recruited it under his command and designed World of Warcraft. An extremely narcissistic thing like "Flor's Dragon Slaying Technology Outline" came into being in the game.
Get back to the point.
Or, about the design of action games.
In fact, in the future, the game will be more comprehensive, and there is no particularly simple game of a certain type, but each type is targeted at users of different levels. When a designer decides to make an action game, it is best to see what your user level is first, otherwise just like "New Devil May Cry", a group of people who are used to experience action games will create a rule corresponding to the action game (weapon correspondence). The result is neither suitable for the public (the correspondence is too strict and the level design is too poor), nor for the action game (the action game itself loves action corresponding to the action game), and the end it will not be worth the loss.
In fact, among the players of Devil May Cry, there is a very interesting phenomenon.
Devil May Cry fans are divided into "Devil May Cry 3" and "Devil May Cry 4". In particular, most people who love "Devil May Cry 3" do not love "Devil May Cry 4". In fact, it is because the corresponding traces of the rules of "Devil May Cry 3" are very heavy, and choosing the right weapon is very important; while Devil May Cry 4 returns to the first generation, and the corresponding actions are implemented thoroughly. Therefore, almost no one who loves these two works must have a preference.
If someone says that he likes "Devil May Cry 3" and "Devil May Cry 4", the biggest possibility is that he has never played these two games in depth, and only plays a gorgeous combo at the lowest difficulty level xxoo, and has not even experienced the charm of the action game, or he is just saying that he is bragging.
Although games are all made of hodgepodges of various types of games, this seems to satisfy the hopes of all enthusiasts.
But in fact, there is only one game that can make all these three points in Jester's memory, which is the classic Monster Hunter, which is like the textbook of action games. It can be said that this game is a complete work of Capcom's more than 20 years of action game production career. Among the advantages that an action game you can mention should have, besides the picture, it is perfect.
To be honest, this is a very special 'stand-alone' game.
Because this is an 80% fun in the online "Common Fight" game.
Chapter completed!