Tokyo Video Game Tycoon
Chapter 903 Torturing Game
903
"The president set the difficulty of this game so high. The previous games have never been so high. Will such a game be very popular?"
On the floor of the Municipal Development Department, the core of the development team is conducting a seminar on Sekiro development.
It has been half a year since Zhuyouxing gave them Sekiro Shadows Die Twice's gameplay and worldview settings, and they have almost built the general framework of the game during this time.
But the frame of the game is not really a problem.
The game size of Sekiro itself belongs to the mid-range level, but the quality of gameplay and other aspects are considered top-notch.
This is a game that focuses on gameplay and plot, but on technology.
This is a breeze for the Tenth Development Department, which has always attached great importance to the development of technical gameplay.
They have participated in Wario Manufacturing, somatosensory games Ring Fitness Adventure, Youxing somatosensory sports games, etc. before.
They dabble in all sorts of gameplay technologies, and are sort of an experimental department within the company.
They came to develop a wolf quite smoothly.
It's just that after they finished building the framework, they discovered a more realistic problem in the game.
This game... is not low in difficulty.
The protagonist itself is an ancient Japanese warrior or ninja, and his story is to find and protect his young master.
In this process, he needs to hunt and kill all the way interspersed, and every time after sitting Buddha as described by Zhu Youxing, all the enemies and monsters will be refreshed, and he must enter the next place where he can sit Buddha. Pass a checkpoint briefly.
To put it simply, this game does not have that kind of restricted very dead level interval, and some are relatively free forms of sitting Buddha to pass the level.
This is also a fairly new gameplay.
At least in this world, this kind of soul system gameplay has not yet appeared.
Only recent works following the example of Dead Cells and other Metroidvania games have appeared.
But there are still some essential differences from a wolf.
And Zhu Yuxing also pointed out the fascinating part of Sekiro game very clearly.
That is to allow players to grow themselves through continuous death.
That's right, it's not the character growth in the game.
The growth of characters in the game is very limited, and each level increase can only increase a very small amount of ability.
In the face of many very powerful enemies, this kind of improvement can only increase the probability of error tolerance, but it cannot solve the fundamental nature of the character's own weakness.
To be honest, it is difficult for everyone in the tenth development department to understand what makes players happy in this kind of game.
This is simply a cruel game.
You can see that the current Monster Hunter is developing in the direction of light weight and simplicity, and the overall difficulty of the game is actually decreasing.
Monster Hunter World has further lowered the overall difficulty of playing Monster Hunter to a level, and the reward is that the overall sales of Monster Hunter World have increased by millions compared with previous works, becoming the best-selling game in the Monster Hunter series.
But this Sekiro Shadow dies twice? Once again, the overall difficulty of the game has been increased crazily.
can not understand.
The development team really doesn't get it.
In the face of the questioning voices from the core backbone below, Jiang Chuanren actually resonated very much.
"Let the player's own growth be regarded as a cool point? But wouldn't this kind of abuse of the player make the player give up the game at the beginning? Since the player gave up the game in the early stage, how can it be cool in the future?"
Jiang Chuanren looked at their questioning expression and said: "This is the core of the gameplay proposed by the president. I know you have a lot of doubts, but the president has already said that after the semi-finished product of this game is actually produced, we will You will also understand the fun of this game."
"Well, to be honest, I actually think it's interesting to add more fragmented narratives in the game proposed by the president. Through continuous exploration in the world, we can piece together the general appearance of the entire game world. It’s a boon for a collection party.”
"Oh, by the way, I also like the map design with sufficient depth proposed by the president. Although this makes our map designers go crazy, this very perfect map depth really attracts me."
"Stop talking! When I mention this map design, I'm going crazy!"
On the side, the backbone of the team responsible for leading the overall design of the map looked pained.
If you want to say what part of the wolf game is the most tormenting, there are probably two aspects.
One is that Zhu Youxing has very exaggerated requirements for the sound and movement of the sword hitting, which caused the motion capture team to go crazy.
The other is the team responsible for map design.
The entire map of the wolf is simply a nesting doll design.
This is a brand new map design that they have never touched before.
In fact, this kind of map design is also quite common in games of the Galaxy Castlevania type.
It is nothing more than the places you walked in the early stage, you can get some key props in the later stage, or you can find some organs that can be unlocked, and then return to the previous map for new exploration.
Just the short path at the beginning of the game has actually hidden the necessary path for several key plots in the later stage of the game.
That is to say, from the beginning of the game map design, the depth must be bound to the storyline.
Due to the perspective of the 2D horizontal version of the Galaxy Castlevania game itself, the design of this map depth is actually not too complicated.
But when this kind of map depth design is applied to 3D games, the difficulty of this map design is really increased geometrically.
It's no wonder map designers are going crazy.
Zhu Youxing gave the entire world view setting and the gameplay design of the game, but it is difficult to remember the details of the map in the game too comprehensively, so he can only ask a special design team to design a new large map.
It is necessary to take into account the gameplay of the game itself, and also follow the gradual process of the game itself from the inside to the outside.
"I'm sorry to talk about your sadness, but I think if you can make a breakthrough in map design, this game will definitely shine on the map. Maybe this is also the attraction of the game one?"
After being comforted, the person in charge of the map design also felt a little better.
But this still can't stop his resentment towards the map design itself.
Rinto Jiang Chuan also asked at this time: "Okay, I will summarize and study the difficulties and questions you raised. Now let's summarize the progress of the game development."
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