Top game producer
#335 - Worthy of being the boss!
After sorting out the plot, Wang Jian spent some time organizing it, and then called a meeting with his team of 'tools'.
"We are going to make an action game this time, called 'Sekiro: Shadows Die Twice', the kind where you can jump up and down."
Wang Jian looked around at the people below and began to introduce, "Let me start by saying that this game is a bit different from the mainstream games these days..."
Originally, the planners were a little excited when they heard they were going to make an action game, but as they listened, their expressions gradually changed, revealing confusion.
Fixed maps and enemies?
Fragmented storytelling?
Extremely difficult enemies?
This wasn't just a little different from the mainstream, it was completely going against it!
After Wang Jian briefly explained the characteristics of Soulslike games, a planner immediately raised his hand to ask, "Boss, won't fixed maps and enemies make the game feel very repetitive? Won't it reduce the fun a lot?"
Another junior planner agreed, "And if the entire map is fixed, it will take too much effort to design!"
The other planners nodded in agreement.
Why are roguelike games so popular now?
It's because of the randomness and uncertainty of the game!
Each time you encounter random enemies, random events, and random map paths. Playing two games will never give you the exact same experience, allowing players to maintain a sense of novelty and keep playing.
Completely fixed maps and enemies can only be found in the oldest games.
Now, in most games, enemies are randomly generated, and there are also scenarios like underground labyrinths where the terrain is also randomly generated. This not only gives players a sense of novelty when playing repeatedly, but also reduces the game's development cycle and costs.
The relevant technologies for smart consoles are already very mature and can be of great help. As long as you preset the environment and variables, you can randomly generate a hundred maps without breaking a sweat, saving designers a lot of time and effort.
If you want to design fixed maps, smart consoles can still provide assistance, but it's not as important.
Wang Jian smiled and said, "Not only are the maps fixed, but the entire game map is also connected, well, except for some special scenes."
The planners were stunned. Who does it like that!
Most games have independent areas, such as entering a store from a town, and the scene switches to the inside of the store.
If the entire map is connected, it needs to be designed like a real world, with various areas seamlessly connected and naturally transitioned. This is too difficult!
Wang Jian explained, "The game background of 'Sekiro' is the Warring States period of Sakura Country, and the protagonist is a ninja. Imagine him walking on the city walls, throwing out a grappling hook when there is no way forward, and suddenly swinging to another building, continuing to swing and swing, swinging to the bottom of the canyon, swinging to the edge of the waterfall. Can a continuous large map achieve this kind of wall-running, swinging from one end of the world to the other?"
The planners listened, thoughtful, it seemed quite fun!
Wang Jian continued, "Fixed maps, in addition to designing the grappling hook locking positions to make the character swing more happily, can also facilitate assassination, or you can take a detour if you don't want to get entangled with monsters, providing players with different strategies. This kind of freedom is not available in ordinary games. It is precisely because a part of freedom is sacrificed that greater freedom is gained."
The planners felt that it made sense, but some still frowned.
Doing so makes the game unique, but the workload is considerable, and the difficulty is also high.
Wang Jian was confident. Don't look at these planners frowning now, looking like they don't know how to do it. With the skills of the Kuro figurine, designing it will be much easier, and he will also shoot some map-making experience books for his employees to help them quickly master the essentials.
A big-faced planner asked again, "Boss, I understand the fixed map, but regarding the difficulty of the game, a small monster can take away the player with three hits. Isn't this too unfriendly?"
Everyone discussed: "Yes, not to mention that players with clumsy hands have no way to play at all, most ordinary players will find it difficult to accept, right? How can you not even beat the little monsters just after leaving the house..."
"I know there are some masochistic players who especially like to play high-difficulty games, but these players are still a minority after all."
"Even if the game is a good game, only a few experts can have fun, and ordinary players can only be abused after buying the game, won't they feel insulted? This game will definitely receive a lot of negative reviews, right?"
"I'm a little worried too."
"For the sake of game sales, I think we can add more difficulty levels, such as casual difficulty, normal difficulty, challenge difficulty, and hell difficulty. Monsters in casual difficulty die easily, and players can look around the scenery; and what the boss said, that little monsters can kill players with three hits just after leaving the house, that must be hell difficulty, suitable for players who like to be abused."
"Or increasing the difficulty of each game cycle is also possible."
Wang Jian just watched the employees discuss, smiling without saying a word.
Bai Li Ao originally thought this difficulty was unreasonable, but he subconsciously glanced at Wang Jian, at that mysterious smile on the corner of his mouth, and was immediately shocked.
Little monsters killing players with three hits, in the boss's opinion, that is the normal difficulty that is taken for granted!
But what is the intention of this design?
Bai Li Ao's brain turned quickly, and suddenly he seemed to have thought of something, his expression changing unpredictably.
"So that's it..."
Looking at Wang Jian again, there was only admiration in his eyes.
Worthy of being the boss! The realm is really too high!
He looked at the lively discussion among the planners and shook his head. It seemed that no one except him could understand the boss's deep meaning. The boss didn't say it on the surface, but he must be a little disappointed in his heart!
So Bai Li Ao said in a deep voice: "The difficulty of the game cannot be changed!"
Oh?
Wang Jian looked at Bai Li Ao in surprise, this kid understands!
Bai Li Ao said seriously: "Wasn't the previous games difficult? Didn't we still have fun?
And now the games, in order to cater to most players, are they becoming simpler and simpler? Even most of them can be said to be 'casual games'.
And the difficult difficulty of 'Sekiro' is not simply to embarrass players, but to make players concentrate, and get honed and progress in the difficulty. This is the most important fun of this game. If players can't beat it, giving them a simple mode is not respect, but a kind of pity.
Not setting a simple difficulty actually represents an uncompromising attitude! This is not just a question of difficulty, but also a desire to change the current game environment, and inspire players to reflect on whether it is right to demand that the game be inclusive of themselves? It also makes game developers reflect on whether they should blindly follow players?"
The planners suddenly realized!
"So that's it, I didn't expect a difficulty to have such a profound intention!"
"The boss's realm is really high!"
Wang Jian was full of question marks: ???
The front was quite in place, but how did it inexplicably turn to changing the game environment and making players and producers reflect?
He simply wanted to bring happiness to the players!
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