Chapter 463: Meaning party

As players continue to advance their games in "Dark Soul", there are more and more complaining posts and news on the Internet.

Obviously, although many players have heard the title of "Soul of Darkness", they came here admiringly and were abused and autistic.

At the beginning, it was inflationary self-confidence. Looking at the video on the video site and the picture of the host abused in the live broadcast room, I was particularly swelled.

But after they entered the game after they bought it, they felt the maliciousness of Nebula games.

And this type of player is often a player who has not played "Wolf: Shadows Die Twice" before.

Just like the original "Wolf: Shadows Die Twice", a large number of players began to discuss the difficulty of "Dark Soul" in the end.

And with the speed of pushing pictures by some great gods, various strategies have appeared in forums such as the website community.

Of course, the Raiders are here, and what you can’t learn is another story.

What makes players feel the most different in the game is the RPG development elements introduced by "Dark Souls".

Although this point is also found in "Wolf: Shadows Die Twice", it is obviously more important in "Dark Soul".

At the same time, in "Dark Soul", because of the variety of weapons added, the combat system of "Dark Soul" is much more complicated, and this complexity is not the kind of numerical research that makes players feel head pain, but The actual feeling that really allows players to experience.

Such as the weapon's attack distance, there are also different weapon performances in the action frame when attacking and releasing.

And in the game, players can also collect armor. After wearing the armor, players can obviously feel that they have changed a lot of flesh.

It turns out that you don't wear clothes BOSS one sword second, after wearing an armor suit, BOSS needs three or four swords to be able to second you.

The introduction of this RPG element actually gives players a sense of accomplishment.

That is the feeling of growing stronger.

For example, why are there so many players pursuing fast pass?

Obviously, they have already fought.

Aside from other aspects, there is no doubt that his growing sense of accomplishment is one of the factors.

In "Soul of Darkness", you can clearly feel your progress, not only the progress of killing monsters, if you do not advance the map, even if you are stuck in one place.

After continuously collecting props and equipment, and strengthening the equipment, players can also feel a very obvious place.

That is to become stronger!

It may be that in terms of technology, the player does not feel stronger before defeating the enemy, but the intuitive performance of the attributes gives the player a motivation.

Now I can't beat it, then maybe I can beat it after a while?

Although this is self-consolation, for players, this is the sense of accomplishment brought by the value, which will make them feel that their time has not been wasted.

At the same time, this is the so-called'meaning' in the meaning of the party in the game.

Even if a game is a competitive game with dozens of minutes, it will usually add data such as levels, game points, rewards, unlockable props, ladder ranking points, and win rate KDA.

Why are there these?

There is no doubt that it gives players a meaning.

Even if this meaning is really useless, but you have to give it to the player.

In addition to this, Yang Chen has done more in the game, that is, the mechanism of item drop, no longer drops the player when online brushing is higher than single player mode, and will not let non-chief players repeatedly brush a batch Strange for hours.

This is a pointless thing except for forcibly extending the player's time.

Yang Chen feels that instead of letting players face the same batch of monsters in the same place and brushing for an hour or two or even longer to get a certain item, it is better to let the player face a new BOSS at first, and then It was more interesting to die dozens of times in the hands of BOSS and learn how to deal with it.

With repetitive content, extending the player's time, this is not very rare.

For example, allowing players to have more choices in multiple endings is actually a setting to extend the player experience.

However, compared to a simple spawning of a prop, and then completing the achievement trophy, Yang Chen feels that it is completely unnecessary for a game based on single player mode.

Therefore, in the game, such as items with low guarantee rates such as vows, Yang Chen did not say that their explosion rate was particularly low.

But on the basis of ordinary, let players face greater challenges.

The difficulty of obtaining should not be a simple brush, after all, this is not a brush game.

Challenge, breakthrough self, this is a core point of "Dark Soul" game.

………………

Ordinary players are studying "Dark Soul", they are studying the content of the game, and the major game manufacturers are undoubtedly also studying "Dark Soul", but they are studying why "Dark Soul" Can attract so many players.

Because this series was created by Nebula Games?

There is a "Wolf: Shadows Die Twice" in front of you a great success?

Okay, this is indeed a reason, but definitely not the most important.

If the founder must be the best, then there will not be so many examples of ‘reference’ games that are hotter than the original game.

And "Dark Soul" is not a sequel to "Wolf: Shadows Die Twice" Whether the game story content and combat attributes are different from "Wolf: Shadows Die Twice" , But why did Dark Soul succeed?

Especially after "Wolf: Shadows Die Twice", several industry first- and second-tier game makers who have also produced similar themes are painstakingly studying where "Soul of Darkness" has succeeded.

After "Wolf: Shadows Die Twice" at the beginning, many manufacturers also launched similarly difficult games, but in addition to some specific IP-hung games, they barely achieved some results.

The rest are not big splashes, which also makes people wonder if the players are just curious, so "Wolf: Shadows Die Twice" is so hot. In fact, this difficult **** should be small Public games.

Especially in the later "Abuse of Prototype", it seems to verify this statement.

But looking at it now, it doesn't seem to matter to the minority.

In terms of difficulty, "Dark Soul" is even more difficult and malicious than "Wolf: Shadows Die Twice", but players still like it.