"Okay, then the game "Blood of Lies" is almost finalized, and the next step is to perfect the specific design."

Lilith said, her eyes scanning the faces of the three people one by one.

Who should we choose as the producer of "Blood of Lies" this time?

It stands to reason that the three people in front of me all have a dark history, but in comparison, Wei Chengjie seems to have less of a dark history.

Especially since Gu Fan and Zhou Yang just made some suggestions about this game, since these suggestions were made by them, they are more likely to lead to a trap.

Thinking of this, Lilith subconsciously wanted to announce that Wei Chengjie would be in charge of "Blood of Lies".

However, at this moment, Wei Chengjie seemed to suddenly think of something, and raised his hand and added: "Mr. Li, I suddenly thought of another mechanism.

"I want to add a part destruction system to the game!"

Lilith frowned slightly: "Partial destruction?"

This concept is quite common and is also reflected in some action games.

For example, the common "tail docking" is the most common part damage.

In action games, if the player only locks the center point of the boss and then deals damage no matter where he cuts it, then this kind of battle is actually quite boring and there is no strategy at all.

Therefore, in order to increase the strategy and skill of combat, some action games calculate different parts of the boss separately.

For example, the monster's head, legs, tail and other parts have different damage reduction rates. For example, in some large monster hunting games, there is the concept of "meatiness".

Players can deal higher damage to parts with better flesh quality; while some parts with extremely poor flesh quality will not only cause very low damage when cut, but may also cause the knife to bounce.

In order to further increase the rewards for attacking specific parts, designers will further propose the concept of "part destruction". For example, when the player accumulates a certain amount of damage to a specific part of the boss, that part will be destroyed, making the next battle easier for the player.

For example, "Tail Breaking", when the player causes a certain amount of damage to the monster's tail, the monster's tail will break. After that, all "tail flicking" operations of the monster will no longer cause damage to the player, greatly increasing the player's output. space; in addition, players can often get some additional prop rewards after docking their tails.

Zhou Yang raised objections to this: "Part destruction system... Although this idea is a good one, we don't know if our combat system can support it."

Obviously, this part destruction system looks great, but is rarely used in most action games.

Even if it is used, there are often only simple "tail cutting" and other mechanisms, and it is not really that complicated. It divides several different areas on the boss and then creates partial destruction effects for each area.

Development difficulty is one aspect. The key lies in whether the combat system supports it.

Games that make part destruction very complicated often have very powerful combat mechanisms.

The characters in the game have complex combos and derivation. Players can familiarize themselves with the boss's moves and use powerful combos to repeatedly hit specific parts of the boss to complete the damage.

But what if the players in the game didn’t have too many complex combos and spin-offs?

For example, when a large dragon in the game raises its head, most of the player's melee attacks cannot hit it, so what's the point of adding a head lock position at this time? Don’t players still have to be obedient and get a pedicure?

Therefore, for a game with a relatively simple combat system, even if complex part destruction is done, players will not be able to use it at all. In this case, it is better not to do it and simply do a tail docking.

What's more, the part destruction system often requires the boss to have an extremely long health bar.

But now most battles have become short and fast. Players basically decide the outcome of the battle within three to five minutes. In such a short period of time, it is difficult to show the advantages of part destruction effects.

In short, for games with complex combat mechanisms and combat times as long as twenty or thirty minutes, part destruction is necessary; but for games with simple combat mechanisms and short combat times, part destruction is completely unnecessary.

It's better to just do the damage multiplier for different parts.

From the current point of view, "Blood of Lies" is obviously the latter.

Seeing that everyone was thinking further and further, Wei Chengjie hurriedly explained: "No, no, no, you all misunderstood, and it's my fault that I didn't make it clear. I was not talking about the destruction of the boss's parts, but the destruction of the player's parts.

"The players are the ones being undermined."

As soon as this statement came out, everyone was a little confused.

"ah?

"The player's parts were destroyed?"

Lilith's eyes brightened instantly: "Okay! What a great idea!"

What a genius design!

Obviously, this is a great way to collect negative emotions.

The damaged parts will definitely be accompanied by increased injuries and loss of specific functions. This must be a punishment measure for the defender.

Imagine that the player is in the middle of a fierce battle with the boss, and is being beaten crazily because he is not familiar with the boss's skills. Fortunately, the player also has health recovery items that can continuously restore his health.

But just when the player sees the light, his body parts are destroyed!

For example, if the legs are damaged, his movement speed will slow down, his rolling will slow down, and his invincibility frame will be shortened. Or if the left arm is damaged, the prosthesis cannot be used normally, and the attack action will become sluggish...

Even more shameless, when the player's legs are severely damaged, he will be directly paralyzed on the ground and unable to move, and can only passively face the boss's attack...

It's infuriating to think about it!

Zhou Yang was also shocked. He looked at Wei Chengjie and wondered: Which side are you on?

Obviously, this design is obviously not good for the players at all!

Wei Chengjie continued: "Of course, President Li, in order to make this system look more confusing, this alone is not enough. My idea is that two additional mechanisms are needed to escort.

"First, we also make part damage to all bosses to show that we treat bosses and players equally.

"But considering the performance of the characters, most boss parts are actually difficult to destroy.

"Secondly, we can make different part destruction mechanisms for the biological body of humans and the mechanical body of puppets.

"The damage reduction rate, repair method, damage results and other details of the two are obviously different."

Lilith was puzzled: "Do you mean to make more differences between the human body and the puppet body?

"I remember saying before that the puppet's damage reduction rate will be higher. Then correspondingly, the human body will get more treatment from the blood-sucking mechanism? Easier to recover?"

Wei Chengjie shook his head: "Not only that, I think it can also be set to make the human body more flexible, whether it is stepping to dodge, rolling, or attacking, the speed will become faster and smoother.

"But the human body will also become extremely fragile, and it will disappear after a touch."

Lilith frowned slightly, obviously not understanding what this meant at the first time.

Wei Chengjie continued: "According to the destruction mechanism, the body of the puppet is not only more difficult to be destroyed, but even after being destroyed, the original limbs can still barely exert their due capabilities. It's just that the effect will be discounted.

"But the human body is not only easy to be destroyed, but once destroyed, it will completely lose its capabilities. Not only that, limb destruction will also be accompanied by a lot of bleeding, directly reducing the player's upper limit of health."

Lilith understood instantly: "Huh? Good design! This is indeed a good design!"

Obviously, this one has to be considered in conjunction with the lying mechanism mentioned earlier.

Players can actively use various props to transform themselves into puppets, but if they continue to lie, they will become more and more like humans.

What kind of players will choose to lie? Obviously, most of them are players who find the regular process difficult and want to avoid suffering.

So, this will give them an illusion: lying can not only skip certain processes and skip certain bosses, but also make their movements more and more flexible in the process of becoming more like humans.

Whether it is dodging the enemy's attack or attacking the enemy in return, it becomes more convenient.

Players are talking to a When fighting ordinary monsters, it will feel easier and easier.

Because although the monsters in the game are also difficult, as long as the player is careful and fights one by one, and then uses some long weapons to take the initiative and not bounce the knife, it is still relatively easy to push the map.

At this time, the human body will have an unparalleled advantage.

But once you encounter a key boss, the situation becomes completely different!

First, because of the lying mechanism, when the player's lie is exposed during the key boss, the dynamic difficulty will be directly adjusted back to the normal difficulty. For players who are used to the simple difficulty, this is simply a nightmare;

Secondly, the key boss is not like a soldier, it must be Of course, it requires the player's backing and certain operations to defeat it.

Once a player is hit by a boss, it is likely to trigger a series of debuffs such as broken limbs + reduced health limit + limited basic functions.

The advantage of human flexibility is difficult to play out for this type of player.

It can be said that it is absolutely a double crit for this type of player!

And adding destructible parts to the boss is also a good move.

Although it is not ruled out that some top players can use specific methods to destroy parts, considering the not-too-complex action system of "Blood of Lies" and the operation level of most players, most of them Some players may just barely be able to hit a tail.

Those parts that look beautiful can't be hit at all.

And players who are too entangled in the parts damage will disrupt their own battle rhythm and make themselves more miserable.

All these factors add up to make it worse for those players who already have average operation. "Blood of Lies" has become a time bomb wrapped in layers of "beautiful-looking" mechanisms, blowing those players who are happy to play into pieces!

And they have to experience the game for a long time before they can discover this despairing truth.

It sounds like this game is more reliable!

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like