About "Dark Soul" DLC difficulty and map maliciousness are not unacceptable to players.
After all, players who have purchased DLC are basically players who are mentally prepared for the content.
Even if it is difficult, in the face of various powerful BOSS and mobs, and map traps, it is a big deal.
The most uncomfortable thing for players is about the fact that the campfire cannot be teleported in the game, and the feeling of asking for all kinds of efforts if you accidentally die in the middle of the road.
If it is not a long journey, it will die when you die, but if it is a long journey, you can even walk so long, or with a little luck, this will collapse once you die.
Faced with one of the players' discussions about the campfire, Yang Chen was not prepared to wait for the players' word of mouth to ferment, and then tapped the game to flip the word of mouth.
It's not that they don't have the money to guide publicity in this regard.
So soon there were many posts on the Internet about the campfire and the map.
‘It’s definitely intentional that the campfire can’t teleport, but who says it takes so long to run the map! ? Didn’t you find that all maps have a lot of shortcuts, which are all connected to each other? Take the sick village as an example, cross the bridge of the Flying Dragon Valley and enter the ruins of Xiaolongde and then go back to the fire-sacrifice ritual through the elevator. There is nothing strange on the road, and will it not be possible for a few minutes at most? ’
‘I’m totally kneeling on this DLC’s map design. It feels like a giant horse honeycomb. Every scene can be connected to other scenes! ’
‘Bonfire can actually be teleported. After seeing Princess Sun, you can get the royal weapon, and then use the power of the royal weapon to start the bonfire teleport function. Although this is not very useful, many maps still need you to run. ’
At first, it was a sneaky pretend player in the Nebula game, guiding the design of the map in Dark Souls.
But soon as the topic led, and as time progressed, more and more real players spoke, and they also made some hand-drawn maps in DLC.
At this moment, many players have a kind of wonder. Can the map of this game still look like this?
At the same time, it also makes some Luci players ecstatic, they can finally find the right way.
And some players with poor technology, after reading it, they laughed.
What's the use?
You have all started to play bosses such as witch, nit, and gwen. They are still suffering from the undead parish. What use is this map for you!
On the other hand, as the players cleared the game, some "soulists" also began to explore the plot in the DLC and connected it with their previous stories.
As before, Yang Chen still uses fragmentation in the content of DLC.
Players can only use NPC words, maps, and some props and equipment that are dropped after killing monsters and bosses to analyze the plot.
Some people think that the so-called fire transmission is a scam. From the clues of the fire girl and the ashes extinguishing in the previous "Dark Soul", the world snake that appeared in the DLC, and various clues, players believe that the fire transmission is only to continue The rule of the age of fire.
Some people think that passing the fire is not a conspiracy. After all, the Ge Wen family all end up in order to pass the fire.
Regarding the players' guessing of the plot, Yang Chen and Nebula Games are not prepared to answer in an official way, or determine a so-called official ending.
There are 1000 Hamlet in the eyes of 1000 people;
After each player has experienced the game experience, there is an ending that he belongs to.
…………
In the office of Nebula Games, Yang Chen stretched out, teased Steel Egg, and returned to the computer.
The content of "Dark Soul" has basically been completely developed. In addition to a small team to make subsequent BUG corrections, the rest of the manpower has basically been drawn to "The Legend of Zelda: Breath of the Wild". .
However, although there are enough members in charge of research and development in The Legend of Zelda: Breath of the Wild, the progress is not so fast.
Mainly the map design and the decryption of the maze, as well as the interaction between the scenes.
But for Yang Chen, in fact, "The Legend of Zelda: Breath of the Wild" is quite easy. In addition to the early battles and the core elements of the entire game, he needs to be in charge.
The decryption design in the temple and the interaction of the scenes are not used to stare at him. As long as the team understands where a horizontal line of this game is, it will basically not be a big problem if it stays above the horizontal line. of.
"The map of "Soul of Darkness" has been praised by many people." Wang Yaliang from the side joined and said towards Yang Chen.
As the map in "Dark Soul" DLC was completely revealed by players, not only players, but many people in the game industry were very surprised.
It is not uncommon to put it on some small independent games. This kind of map design similar to cellular vertical connection.
It can be placed on a large ARPG such as "Dark Soul", which is particularly rare.
"In fact, the limitations are also great." Yang Chen smiled, then shook his head again.
This through-through design actually has a lot of flaws.
The biggest reason for the first generation of "Dark Souls" in the memory of dreams is because of lack of money.
And this map design method is not suitable for large maps and games with a detailed story.
Because of the high difficulty of "Dark Soul", players can spend a lot of time even on a small map, as well as fragmented plots.
This makes this map design extremely excellent If you put a map designed in this mode in an open world like "The Elder Scrolls: Skyrim", it is definitely a disaster-level game experience Too.
Aside, Yang Chen said something about the map design ideas in the game.
It is not specific to the design of the levels in the map, but the design of ideas that compare the theme of the game.
It can be said that the map design in the game is far less simple than expected.
The plot, themes, and even the overall style of the game are all related to the map design in the game.
If it is specific to a movie-like narrative line*, or even a scene rushes to the next scene, the time it takes for the player to collect items in it and the time it takes to not collect items are calculated.
Of course, this is just listening to exaggeration, the actual production is not as terrible as expected.
But it is not to say that you want to make the map in the game casually.