Game Entertainment Empire
Chapter 1094 Characteristics of All-Star Battle
Why are fighting games as fleeting as meteors? If you are a player, your answers must be varied.
For example, I don't like playing with others, it's too difficult to get started and I can't master the skills, I can't beat others, there are too few people playing, or various other reasons.
But the major game producers all know that the reason why fighting games are like this is that the difficulty of getting started is too high.
To put off newcomers, imagine you play a fighting game with 40 characters in total.
You have to memorize each character's move list. If you don't memorize it, you won't even be able to use the skills. And after memorizing and understanding the skills of each character, you may not be able to beat others.
This kind of learning cost will cause players to wonder: Am I here to play the game, or am I being played by the game?
Is it possible to simplify the threshold for getting started?
OK, but this faces another problem, that is, how to simplify the entry threshold. As a fighting game, its core is confrontation.
Why do fighting games still have die-hard fans even if they flash by like a comet?
Just because of the depth in it.
Why have MOBA games like "League of Legends" and "DOTA" been so popular for several years, and are even getting more popular?
Also because of the depth.
When players successfully pass this novice threshold and are no longer novices, they will begin to delve into the depth.
For example, the most basic skill connection in "League of Legends". Heroes such as Sword Girl, Noshou, and Crocodile use skills to reset their basic attacks to perform combos to instantly deal huge damage. In "DOTA", the card position, positive and negative compensation, and the card forest Shadow, giving it an advantageous position.
These are all depths that can be advanced, from operations to equipment, to team coordination and lineups.
If in a MOBA game, everyone shares the same experience, level, and economy, then this in-depth content will not be obvious, or it will be lost.
When no one knows how to play, you may be very happy, but as time goes by, the players' senses will completely change.
This is why many players have the feeling that a multiplayer game is always most fun when it first comes out, when no one knows how to play it.
You will feel that this game is very special and fun to play, but when you get good at playing it, some players will find it boring and uninteresting, and then give up.
The main reason for this is that the in-depth content that this game needs to learn after you get out of the novice stage does not hit your G-spot.
The same goes for fighting games, and even games of this type are more profound than other games.
Its lower limit determines how large an audience this game can have, and its upper limit determines whether this game is a shooting star and whether it can effectively provide players with a ladder of sustainable research investment costs.
……………………
While outside players and the gaming industry were having heated discussions, Yang Chen didn't pay attention at all.
What exactly is the combat mechanism of All-Star Smash Bros.?
Yang Chen had a very clear understanding of this point.
Its lower limit?
Even players who don’t understand fighting games at all can still play it happily, because just like its name: Super Smash Bros.
It can be played with up to 8 people in a single group or in a team. It can be said that it is completely based on entertainment.
In the memory of the dream, Yang Chen had to find the biggest shortcoming, and that was the server matching mechanism of this game. It doesn't matter if your network is good in the whole room, because as long as there are other people who are stuck, then you will also Will be affected and turn into Kirby.
This has also resulted in many Smash Bros. players being forced to set up 1V1 rooms instead of matching multiple players.
Excluding these contents, it can be said that the game All-Star Smash Bros. truly achieves a two-way design of competition and entertainment.
"Be bold, the flying distance in the second and third stages is higher and wider."
"In addition, the player's reaction time must be weakened in the game. The activation time of moves is too long, and the maximum should not exceed 12 frames."
In the office of Nebula Games, Yang Chen looked at the submitted data and shook his head.
The development work is still a bit troublesome, although he has emphasized it in the design plan.
But after all, others are not like him. They have the actual effect of the big fight in the dream memory as a reference. They rely more on their own professional sensitivity to make calculations. It is probably a feeling of not knowing the true face of Mount Lu just because of being in this mountain.
What is the low-threshold experience of the game All-Star Smash Bros.?
It is an extremely simple move command. Players do not need to practice it. They only need to play it and know its attack effect, just like the heroes in "League of Legends".
You will only ask others what the effect of this hero's skill is, rather than asking others how to use this skill.
The second is to weaken the combo element and replace it with the pursuit element. This is also closely related to the knock-up mechanism of the chaos.
Combos can be said to be a very important part of many fighting games, but combos are actually not so friendly to novice players.
The character in the hand of a player who knows how to combo can hit the opponent with one move when he touches it, while the player who doesn't know how to combo can only hit the opponent once he touches it. This means that players who know how to combo are inherently better than players who can't do combo. The attack power is much higher.
In the chaos, the so-called combo is replaced by pursuit. After the player knocks the opponent away, there are two situations.
One is to take advantage and give up as soon as possible, and the other is to pursue the victory. But the difference between the chaos and traditional fighting games is that the player who is knocked up can avoid the opponent's pursuit through operations, and even form a counterattack. .
This directly eliminates the biggest negative impact of traditional fighting games on players. In traditional fighting games, once the player is hit, he has to take a set of combos. During the combo process, the player can do nothing but Watching myself get beaten.
In a big brawl, even if you are knocked away, you still need to maintain focused operations, because you may be able to regain the situation.
Why in FPS games, many people can play happily with a record of 0-20, and still enjoy it?
Just like fighting games, aren't they all being beaten? Can't anyone be beaten to death?
Because they have a sense of participation, they can shoot, and even if they don't hit anyone, they can still feel that they are involved in the game.
The second is to eliminate the advantage of fast reaction. In almost all battle games, players with fast reactions have a great advantage over players with slow reactions.
This is the case with FPS and MBOA games. In FPS games, the first person to see someone and the quickest reaction to shoot first will have the absolute initiative.
In MOBA games such as "DOTA" and "League of Legends", if someone comes to gank you, if you fire BKB or hand over Flash immediately, you can avoid trouble.
If you can't activate BKB until you die, and you can't turn in flash until you die, then the player's reaction state has reached the end, and the only way to wait is to retire.
This is why in most competitive games, the golden age of professional players is between 18 and 25.
In fighting games, reaction is very important, because the moment the opponent raises his hand, if you react quickly, you can block the opponent's attack and counterattack.
But in All-Star Brawl, Yang Chen required no more than 12 frames, which is a time that far exceeds the limit of human reaction.
In this case, the player's reaction is eliminated, and it is more about prediction, guessing, and psychological gaming.
But this does not mean that All-Star Smash Bros. has no depth at all. On the contrary, in Smash Bros., players are presented with in-depth content in another mode.
That is the penalty for repeated actions. In Super Smash Bros., any repeated actions other than jumping and moving are subject to repeated action penalties.
If the player keeps defending, the defense value will become smaller and smaller, and the player will be dizzy when the defense value reaches zero.
If the player keeps dodging, the invincibility time of dodging will become shorter and shorter, and the dodging action will become slower and slower.
If the player uses the same move to hit the enemy, the damage of this move will become smaller and smaller.
These punishment effects need to be eliminated over time.
This requires the player to make trade-offs in this aspect and use new elements to fight the enemy. When the player achieves this step, there will be new elements, which is the interactive multiplication between elements. Each character has 4 Skills, 8 ground moves, 5 aerial moves, which means players have to piece together and combine these moves.
Moreover, the map of Super Smash Bros. is different from ordinary fighting games. It is not left and right horizontally, but dynamically spread. This means that the air will be a main battlefield, which brings uncertain factors to the battle.
The joint exploration of entertainment and competition is the reason why All-Star Battle is so popular.
Just like MOBA games.
It can be said that it is very rare for a game to be able to master competitive content. In fact, most games are played by ordinary casual players and players who have not yet crossed the competitive threshold.
In League of Legends and DOTA, the players who can really master the core of the game are at least diamonds, and players who have won more than one lifetime, and this part only accounts for less than 7% of the entire game players.
But without this core content, ordinary players would have no direction and goals to move forward, and no motivation to support them in playing.
And the inability to fully master it does not mean that there is no partial mastery. Many players have mastered the core of parts and enjoy it before they can continue playing.
In addition, without such in-depth battle content, it would be impossible to support long-term active communities and competitive competitions, and it would be impossible to maintain long-term popularity for battle games.
It can be said that if the game All-Star Smash Bros. focuses on competition, then it will be no different from ordinary fighting games.
Even if this game takes the game culture of each IP to the extreme and the content details to the extreme.
But without in-depth competitive content, Super Smash Bros. will also be like a fighting game, becoming a meteor across the sky, becoming popular and then fading.
Then a player joked, All-Star Smash Bros. is going to be popular!
Reading URL:
You'll Also Like
-
When I Woke Up, I Became a Top Boss
Chapter 472 2 hours ago -
Douluo: I can only suffer for Xiaogang
Chapter 297 2 hours ago -
Douluo seizes the sea god and starts to attack the Wuhun Temple
Chapter 72 2 hours ago -
Become God in Marvel
Chapter 180 2 hours ago -
The beginning of Douluo becomes the protagonist of the evil spirit devouring
Chapter 72 2 hours ago -
Naruto: This ninja is a bit of a dog
Chapter 102 2 hours ago -
Konoha: Uchiha's Gorgeous Rebellion
Chapter 88 2 hours ago -
Original God Traveler of One Piece World
Chapter 96 2 hours ago -
Budo Supreme from Conan
Chapter 82 2 hours ago -
Douluo's opening deprives the master of level 29 soul power
Chapter 550 2 hours ago