Almighty Game Designer

Chapter 595: The People Who Come To Play This Game Are To Suffer.

A Dark Soul enthusiast suddenly responded: "Oh, Fatty, didn't you say the Dark Soul prequel was particularly amusing? Why don't you just keep playing? We'll have to wait for you to attack! ”

The other player also said, “Yeah, you can go back to the game room and continue playing. Now you can play it yourself. Don't cherish it. Still touching the fish outside?! ”

Zou Zhuo: “???? ”

He was almost clustered by a group of Dark Souls enthusiasts and pushed back to the playroom.

Zou Zhuo can't help but smoke himself. Why do you have to whisper “The Dark Soul Herald is fun”? Isn't this just pitting yourself...

Great, blocked by a group of people at the door of the game room, it's impossible to come out today without brushing the experience time of the game room...

……

With regard to the prequel of "Dark Souls", the subject is actually produced in the content of "Dark Souls" 1 of Chen's previous life. Of course, this refers mainly to the plot and level design.

In the battle system, Chen Qiao retained some of the more distinctive weapons and spells of the generation, and rebalanced them, and made some adjustments to weapons such as the two-handed sword and the knife.

Also consider closer alignment with the Dark Soul 3 weapon system to make it easier for players to get started.

In addition, the scene and model have to be converted into VR version anyway, so in terms of art resources, there is basically a complete redo. While maintaining the art style of "Dark Soul", the model accuracy, motion and physical collision, etc., all have made qualitative leaps.

The VR version of "The Dark Soul" begins with the premiere that Royal City will be a huge city state, and players will surely have a sense of seclusion when they walk in the city.

In addition, Dark Soul 1 is most commendable for its excellent level design. The level is not only full of riddles, but traps and conspiracies are everywhere.

The most important thing is that the whole scene map is made into a huge, perfect whole, divided into upper, middle, and lower N layers, and the fire-fighting sacrifice hall is right in the center of the whole map, all around.

Chen did not make any changes to the problem that the bonfire could not convey, because the whole play design of "Dark Soul" 1 is highly mature, pull and move the whole body, if changed, it is easy to change the problem.

The campfire in Dark Soul 1 is not transmissible and can only be freely transmitted between bonfires after entering the Imperial City and obtaining the King's artifact.

If it was "Dark Soul" 3, this situation would definitely hurt a lot, players have to run a lot of unjust roads, but "Dark Soul" 1 doesn't really have such a serious problem because of the excellent level design.

Throughout the map, there are many shortcuts. As the central location of the entire map, the Fire Sacrifice Hall is very easy to reach in many places.

Plus the bonfire can be upgraded, weapons can be repaired and other settings, basically the player in "Dark Soul" 3, the operation that needs to be carried out in the fire sacrifice yard can be carried out by the bonfire.

In addition, it can only be conveyed after obtaining the King's Device, which is also a very critical refreshment for the player to move the game to the medium term.

Therefore, even though it is particularly painful to transmit, this design also has its intrinsic logic. If it can be transferred, it will affect the entire game play, so Chen has chosen to continue this design.

For a master, it doesn't really make much difference if they can communicate, because they calculate the optimal route; for a newbie... OK, next topic.

In addition, the Dark Souls of previous generations were limited to funding issues, and many of the plots were not made, such as the Oscar plot. In its original design, Oscar would have escaped with the protagonist and grew up with the protagonist, eventually coming to the initial furnace.

But because of the lack of funds, the line was cut off in its entirety, and Oscar was struck down by the devil after he gave the player the key, giving the bottle of elements and the key to the player before he died, becoming a guiding NPC.

By the time the players returned to the Immortal Home, Oscar had become a living corpse and had landed very simply to collect lunch boxes.

And for Chen, funding is not a problem at all, and this storyline is not too difficult to build, so it complements Oscar's storyline according to his own ideas.

Of course, the biggest difference between Dark Soul 1 and Dark Soul 3 is the atmosphere.

All players who have played Dark Soul 1 feel the same way, that Dark Soul 1 is more repressive than Dark Soul 3.

Repression comes from multiple sources, more solitary atmospheres, darker environments, weirder monsters, stronger, etc. Strictly speaking, Dark Souls 1 is indeed difficult and is not a very pleasant design in design.

Many designs for Dark Souls 3 are already trying to reduce the difficulty, but there are still so many players who choose to throw away the pit that it is a real hard core game. Obviously, Hideaki Miyazaki is also hoping that Dark Souls can become a more popular game so that more new people can enter the threshold.

Strictly speaking, Chen Qiao faithfully reproduced the contents of "Dark Soul" 1 before doing "Dark Soul", which is an act of "driving backwards”. Obviously, making games easier to play with is the trend in this era, and hardcore games that require a lot of practice and backboards inevitably need to be reduced to the public.

But Chan doesn't care. Because for him, the Dark Soul prequel is not about sales, but about complementing the Dark Soul and making it a classic game in the history of the world's VR games, meaning maximizing the character of the Dark Soul game.

"Dark Soul" 1 is like a perfect piece of art, although very perverse, its level design, game difficulty, game plot are all classic pieces, for a stranger, even at the expense of some sales, make the essence of this game.

Will the player suffer...

Just kidding. Aren't the players here to play this game just to suffer?

……

Three days later.

With regard to the topic prefaced by Dark Souls, it has been fired up on the Internet, and many players were excited on the eve of the premiere sale.

In the past three days, many old players have gone to Chan's experience store to experience the Dark Soul prequel, many of which can pass through the overwhelming majority of boss figures in Dark Soul unharmed.

But in the past three days, Chen's experience store has been so sad...

Players who tried the prequel to "Dark Soul" have basically already played "Dark Soul". They thought they had cleared "Dark Soul" so proficiently on their own level. Should they have caught the prequel?

But they soon realized they were wrong, and they were wrong. All of those players who feel good about themselves are dying of abuse in the game...

In addition to more malicious levels, more complex maps, and stronger weirdoes, there are other setup reasons, such as humanity, settings that cannot be transmitted by a bonfire, which almost collapse many Dark Souls players.