Almighty Game Designer

Chapter 557 Thundering Recreation: Dark God Factory! (Sangen)

Shortly after the launch of the Dark Soul and Knight Glory games, all major domestic and international game media released game reviews.

Surprisingly, even in Europe and America, The Dark Soul has had a one-sided success!

Those game-judging media in Europe and America even blow harder than the domestic media when they play "The Dark Soul," which makes a lot of players wonder, how much money did Chen Jiao put in them?

Some European and American game media have even rated Dark Souls near-full ratings, especially in battle systems, level design, worldview design, etc., and some have even called Dark Souls “the only Cold Weapons Battle Design masterpiece” and even used Thunderbolt as a “Dark Shen Factory”!

As a large number of game reviews continued to emerge, players were surprised to discover that the Knight Glory was completely crushed by the Dark Soul, even in Europe and America. Whether it was professional assessment, player rating or sales volume, the Dark Soul surpassed the Knight Glory completely and showed a rising trend!

And as more and more professional reviews emerge, many players also understand where the unique charm of Dark Souls comes from.

It has to be said that the average player pays more attention to the experiences and feelings gained in the game, while some professional media analyze the design of a game more precisely, often with more emphasis on the artistry and design methods of the game.

And after analyzing The Dark Soul, the game's strengths are summarized in three ways.

The first point is the extreme abundance of combat systems. There are many kinds of cold weapons in The Soul of Darkness, and even many that simply do not exist in reality, and these cold weapons have their own uses.

Players can use weapons such as daggers and straight swords for speed and flexibility, or large swords and hammers for killing power. However, different weapons have different characteristics, and no matter what weapon is used, there are corresponding vulnerabilities that must be remedied by the player with good manipulation.

This stands in stark contrast to Knight Glory, which, although stripped of its real-life combat, is a very unique means of combat, often testing the reactivity and character attributes of the player.

But in The Dark Soul, there are a lot of fighting skills, and players can even predict in advance to interrupt each other's attacks with knives, along with special mechanisms such as shield inversion, rollover, backstabbing and execution, the entire battle system is very rich.

The second point is the level design for peak creation. The mainstream level design in this world is still numerically driven, meaning that monsters are getting stronger and stronger, mainly because of their higher attributes.

Many game companies are even considering speculating through various algorithms to randomly refresh many monsters, while giving these monsters the corresponding attributes through the player's level progress, creating a sense of randomness for the player.

But in this mode, the player's experience of breaking through will become very boring, and as long as the player's attributes can crush the monster's attributes at this level, it will be chopping melon dishes all the way.

If the player's attributes do not meet the standards, it will be very painful in battle, even if the skill is good.

But the Dark Soul chose another way: to plan every monster at the level carefully. Although the monster randomly refreshes the location within a small range, the overall configuration remains unchanged.

Combined with the monster's different characteristics and well-designed schemes, players are challenging a level to solve a puzzle.

Pull out one fight at a time? Or a terrain killing of monsters in a particular way? Or put on a particular piece of equipment and go straight ahead?

Different players have different methods, but not necessarily every method works, and players must try again to figure out the optimal solution for this level.

At the same time, the design that brings all monsters back to life after using the bonfire, while greatly increasing the difficulty of the game, also maximizes the integrity of this level design.

If the monster is not resurrected, then the player will only have to slowly turn off one Mo at a time, but this is clearly not what the Dark Soul game was designed for.

The Dark Soul hopes that the player will be able to solve the puzzle perfectly, from one campfire to another, with a limited amount of blood and bottles.

This level design, while very difficult or even desperate for many, ensures that the Dark Souls level experience is maintained at all times without any discount.

And the Dark Soul is popular not because it is difficult, but because it makes sense.

The significance of this game lies not in suffering itself, but in the sense of accomplishment that comes after suffering.

Other games are where the player's character grows, while the Dark Soul is where the player grows himself.

At the beginning, players had to drink an elemental bottle against a skeleton, but then they could run all the way to the boss room and kill at maximum speed.

From Cute New to Big Brother, the player may not have gotten much stronger, but the player himself has really gotten stronger.

Dark Soul's level design charm lies in the fact that it does not deliberately embarrass the player, but rather guides the player through successive failures, allowing the player to try different ways to eventually find the most suitable clearance method.

Meanwhile, The Dark Soul has made exploration the ultimate charm.

While this is not an open world game, Dark Souls allows players to explore multiple routes.

Different areas have different difficulties, and The Dark Soul does not make it mandatory for players to follow a certain line if some boss enters the advanced area of Lothrik City after killing the old lady directly after winning the second boss.

At the same time, there are plenty of hidden items in the corner of the map, which hide the unknown history of Dark Souls.

Through these verbal prop descriptions, players can think of the story behind this prop, as well as the entire Dark Soul world context.

The third point is the unique features of the game. Although many people already have some understanding of Dark System games as early as the Dark Destruction God period, it is clear that the launch of Dark Soul has taken the concept of Dark System games a big step forward!