Chapter 95 If the player is not allowed to have an immersive experience, is he still a human being?
The story background is temporarily taken out separately.
Just from the gameplay.
Whether it is the numerical dots, equipment, and the combat system's rolling, shield reversal, backstab, etc.
In fact, it is basically not new content in other act and rpg games.
But one of the biggest features of "Dark Souls" is that these existing contents are perfectly combined with the shaping of map levels and bosses to form a distinct level-driven game.
Everything is served to allow players to push levels, defeat powerful enemies and gain a sense of pride in achievement.
With the memory capsule, the entire concept draft also took Chen Xu almost a full day.
And it is not a complete concept draft.
I just briefly mentioned the core elements of the game, and the broader content, including the detailed plot, is not available.
After all, it is just a first draft, and there are some details that need to be improved before it can be continued.
Everyone in the conference room arrived early and sat in their respective seats and whispered.
However, as Chen Xu pushed the door open, everyone immediately became quiet.
"I believe everyone has basically had a guess about today's meeting content, that's right, it's a new game."
"I won't say anything extra. Let me introduce you to the game project first. The theme is a Western magical story."
"In terms of art style, there is a big difference from the games we have made."
"The overall theme is based on the deep and dark realistic art. At the same time, the impression of the whole game is based on Western European architecture. At the same time, the game has different areas, flange fortress, Immortal Town, Cold Valley, etc., which will cover different cultural elements, such as Baroque architectural styles and Romanesque churches."
Chen Xu pressed his hands on the table, and the projection screen behind him showed various original paintings he had drawn.
If the story of "Dark Souls" is a skeleton and the gameplay is a soul, then an artistic expression of the game is obviously a skin.
This is also the first thing that players can get in touch with, so Chen Xu made CG so well and then released it at the exhibition.
Classic Western European architecture, combined with a dark art style, also has cold weapons, armor and weapon shapes similar to medieval times.
Obviously, the art style revealed by Black Soul at the exhibition has hit the players' hearts.
Next, Chen Xu told everyone about some systems in "Dark Souls".
For example, in the combat system, in addition to invincible rolling, shield reversal, backstab, and durability, the settings already available in most act games.
Everyone is not very familiar with it. Basically, there is a concept in their minds, but the actions need to be adjusted and changed in the future.
In addition, there will be some special settings.
For example, various weapons have their own special combat skills.
At the same time, different from previous lives, the technical power of parallel worlds can also make Chen Xu better in the visual expression of the game.
Of course this is not the main core, but the experience in details.
"In addition, our main work in the early stage will be focused on the output of art resources, and for Qin Yi and you guys, I need to make the game's movements better."
Chen Xu looked at Qin Yi and said.
Hearing Chen Xu's words, Qin Yi and others nodded.
Although "Dark Souls" is not an act-type game, it is a level-driven game.
But it does not mean that the action elements are not important in the game. On the contrary, the action elements are also a core point in the experience of "Dark Souls".
Or any game involving action has very strict requirements on its effects.
To put it more bluntly, the so-called sense of impact and fluency.
For example, Lao Geng5, who was famous in his previous life, had a sense of blow that was basically equivalent to cutting air.
As an arpg game, although it does not hinder its excellence, it is really not very good in terms of combat experience, and has even become an option for some players to persuade them to withdraw.
The most common way to create a sense of shock is, besides sound effects, the easiest way is the so-called frozen frame card meat.
To put it simply, it means that if the weapon is chopped on the monster, it takes 60 frames from the move to the recovery, then a few needles will be paused when the cut is reached to create the feeling of a knife slashing into the flesh. This is the so-called sense of blow.
For example, the strange hunters, gods of war, street fighters, etc. in their previous lives are among the best.
But for "Dark Souls", if you want to create a suitable sense of blow rather than cutting air, you need to debug various parameters.
The meat-knot is not suitable for all games, such as the smooth rhythm of the ninja dragon chopping tofu in the previous life, and the Devil May Cry series combos, which are basically not suitable for the use of meat-knot.
These are all required to be constantly modified by the team. It would be a bit unrealistic if Chen Xu alone wanted to do them all in person.
And he will definitely not say that he will not develop games involving action in the future.
Therefore, the team still needs to constantly try to optimize. Chen Xu had this intention when developing "Escape".
At the same time, in the past two months of developing "Food Man" and "Three Kingdoms Kill", Qin Yi and his team's main work has been constantly optimizing action feedback.
The results so far are considered unsatisfactory, but there is still a lot of room for improvement.
In addition, other contents of the game are more convenient, mainly by outsourcing art resources.
For example, in the design of the map level, the entire "Dark Souls" are linked to each other, which is quite complicated.
Because this is a standard through-type design.
For example, in area a, the player goes to area b, and then finds that there is a path in area b that can return to area a.
Finally, after going to Area C, I found another path that could actually return to Area A.
This is actually the standard Metroid map design technique.
However, in "Dark Souls", it has changed from a 2d horizontal version to a real 3d three-dimensional mode.
With some decrypted exploration, this is also a unique feature of "Dark Souls".
"Dark Soul 3" in his previous life made many old players who have played Soul 1 dissatisfied, thinking that Soul 3 is not as outstanding as Soul 1, which is mainly due to changes in map design.
As for new players, this design can be regarded as a kind of kindness.
But even so, Ruan Ningxue, who was responsible for the map level, was still confused when listening to Chen Xu's introduction of the game's detailed content.
"Will not provide small map designs in the game then?" Ruan Ningxue noticed a core point mentioned by Chen Xu and asked with a confused look on her face.
"Yes, so that players can feel the charm of the map in the game. Why are more and more games making the game's ui smaller, and even trying not to let the ui appear in the game?"
"The purpose is to increase the player's sense of substitution. Think about the background of the Black Souls. This is a desperate world. The design without a small map is to increase the player's sense of substitution. Moreover, the design throughout the map can also make players feel the surprise of harvest." Chen Xu explained with a smile.
Without small map guidance, this is also a major feature of soul games.
Even though the subsequent Elden Magic Ring has a map system, players still have to manually collect fragments, just like the Hulk Knight, it can be said to be a very classic design.
As for saying that you don’t recognize the way?
If you die a few more times, won’t you know each other when you run back and forth?
This is all for the players!
Players spend money to buy games and don’t think about how to make them feel more immersive. So is he still a human being?
Chapter completed!