Almighty Game Designer

Chapter 186: A Brushed Game (4 more)

Zou Zhuo asked: "Wow, you just got back from work, that's too professional! By the way, what kind of game is that? ”

Chen smiled and laughed: “Don't worry, I'll check online first to see if I can do this type of thing. ”

Zou Zhuo nodded: “Ok, the game produced by the manager is definitely trustworthy! ”

……

Chen Jiao roughly checked the status of the stand-alone RPG in PC and VR games online.

Simply put, MMORPG is now the dominant type of game, both domestically and abroad. There are too many advantages of MMORPG, the most prominent of which is interacting with a large number of players, which can greatly extend the life of the game while promoting revenue.

Traditional stand-alone RPG games also exist, but the attention is not as high as before, and good works are naturally becoming scarce.

This is also one of the misunderstandings that the world has fallen into, with an excessive focus on MMORPG resulting in a series of chain reactions.

This large multiplayer role-playing game takes a first view and has a relatively bright art style.

This is mainly due to the fact that the first perspective makes the player more proxy and easier to integrate into the game world. Bright art styles, in turn, ensure that players do not feel depressed and bored when immersed in the world for long periods of time.

But the problem that arises is that in the case of the first perspective, players get very limited information, their field of view is blocked, and they are not able to cope well with a large group of monsters.

In many MMORPGs, players are fighting in groups, there are already a lot of people. If there are many monsters, the whole picture becomes messy, and there is no telling who is on the screen on the PC, and the information is seriously excessive.

The results will be much better on VR platforms, but most of the games on VR platforms are transplanted after success on PC platforms, so more or less the settings on PC are followed.

The reason for this is the extreme scarcity of “brush and brush” games in the world.

So, the popularity of RPG maps in Warcraft Competition is precisely why players still like the cool feeling of "chopping melon cutlery," although players themselves don't really realize that this is not a strong call, so many game developers don't pay attention to it.

Of course, even if you notice, you may not be able to do it well, because the "brush and brush” game seems simple. In fact, there are many doorways. If the design concept is incorrect, the player won't play very long and will soon get bored.

Just in time, Chan Myeong has a very nice "brush” game that can be used as a transitional piece, transitioning to RPG games, and filling in the void in the world.

Coming to the front desk, Chan opened his laptop and started writing the design concept draft for Dark Destruction.

For Chen stranger himself, it is more difficult to research and develop "Dark Destruction God" than "Warcraft Competition". He must develop "Dark Destruction God" to meet the level of "Dark 3" in all aspects of previous life, so the amount of resources is much better than "Warcraft Competition".

Most of the level maps in Warcraft can be made directly with the map editor, but Darkness is not possible. Darkness maps are dynamically generated and are very rich in elements, which is a challenge for strangers.

"Dark Destroyer" is a good transition product. Chen Jiao has never played any RPG games before, and the risk of starting MMORPG is a bit high.

Moreover, even in previous generations, the style, play, and subject matter of Dark Destroyer are unique, and there are many “dark like" games, but no game can truly transcend it.

It has always been one of the most typical representations of a "brush brush” game.

After that, it's the question of which generation.

Dark 1 was too long ago, and the play design was relatively monotonous at that time, so I didn't think about it.

Dark 2 is regarded as a timeless classic, and it does open up the Dark Wind type, leading to many games and winds. Moreover, the atmosphere and play of Darkness 2 best meet the theme of Darkness.

However, Dark 2 is a bit old after all, and although many of the design ideas still look out of date today, there is a slight lag in battle systems, interface operations, art performance, etc.

Dark 3 is still a very successful piece, but for senior Dark Series players, many feel it is not as classic as Dark 2. Although the image quality has improved a lot, it is somewhat missing the essence of Dark Series.

In terms of the current design level of Chen Jiao, there is nothing wrong with doing Dark 2 or Dark 3, and the art level and game quality can fully reach the level of Dark 3, so the only thing to consider is both atmosphere and play.

Chen Jiao thought about it and decided to use Dark 3 as a basis to follow its worldview setting, drama story and art style, along with a small reset, adjust some play methods, fine tune the art style, make its overall style more favorable to Dark 2.

In fact, the reason for Dark 3's poor sense of substitution is mainly in terms of art style and gameplay.

In Dark 2, dark dungeons, distorted monsters, scattered blood, and crippled limbs all create a horrible atmosphere. Even the field of view is somewhat restricted, allowing players to be vigilant, accompanied by music effects, and always immersed in a very depressing atmosphere.

But Dark 3 abandoned this art style to a certain extent, perhaps without realizing it, and instead lost some of its bleak, weird, horrible tone.

Meanwhile, Dark 3 is relatively easy in terms of level difficulty. Without artificially increasing the difficulty, most players can pass through smoothly. When challenging powerful BOSS, the sense of crisis is greatly diminished, and the sense of pleasure in defeating BOSS is reduced.

For a stranger, what he's going to do is play an authentic game of "darkness”, because it's only by creating this atmosphere that this game of "brushing” becomes more interesting, allowing the player to play it for a long time, rather than throwing up in a month or two.

Of course, there are some obstacles to doing this game.

The biggest obstacle is the issue of auditing.

If the bloody violence factor in "Dark Destruction God" were to be placed in previous life, it would be convenient and difficult to judge, and "Dark 3" was also reviewed for a long time before it was finally released.

In parallel worlds, however, there is relative tolerance for bloody violence, and games can be tried but not played for minors. Moreover, Chen Jiao is now an honorary commissioner and has some relationship with the Travel Committee, so there will be some advantages in game review.

Write down the concept draft of the game first, and ventilate it in advance with the department in charge of the review on the side of the board. The approval should not be a big problem.

The next step is to basically follow the design approach and plan out all aspects of the game.