For a game, especially a linear game, there will always be a lot of things that are not related to the content of the game itself to kill the player's time.
And most of the classic design, no matter whether it was designed for this method at the beginning of its birth, but later in the game will slowly turn it into a time killer that kills the player's time.
For example, the formation elements in the game, also known as upgrades.
Let players start from LV1 to LV999, including the skill tree and equipment upgrades.
These nurturing elements all serve as a time killer for players. Of course, the sense of accomplishment brought by this nurturing also makes players happy.
But the alternative time killer setting makes the player less comfortable.
The most common example is the mission of long-distance raid. The uncle of the village of Lijia Village asked you to investigate a terrible thing, but this matter requires you to go to another village to find an NPC called Uncle Li to help, and you have found After Uncle Li's NPC, he told you that he wanted to solve this problem. You have to go to another place to kill a monster to bring back his blood.
After a series of missions, the player found that they had walked through the entire map.
At the same time, in order to make players less bored when they are on the road, occasionally they will give players some exploration points on the map, as well as side missions.
There is no doubt that these are commonly used time-extending designs in the game, and include the so-called maze and dark thunder in the RPG game. These are designed to kill the player's time.
With the advancement of game design concepts, players have become more and more annoyed by the design of this game, and even feel disgusted, so this design is slowly being eliminated in the game field, but there is another model, that It was decrypted.
Including many ACT types of games, there will be a variety of decryption levels.
But the point is, do players need these?
It is true that the decryption element is attractive enough, and the player is really happy, and even can feel the happiness of 1+1>2.
However, for ACT players who just want to experience refreshing battles, the five-minute battle to decrypt an hour of experience is absolutely terrible.
Imagine seeing you fighting well, and then a level requires you to mobilize your clever little head and find various clues before you can embark on the right path. If it is simple, it is all about opening an institution.
But if it's a little bit harder, I definitely have the heart to hit the keyboard.
For this part of the game, there will be in the normal main line, but it is of a very relaxed type. For example, in the place where the guard switch is located, you will encounter elite monsters. After defeating it, you will not only be able to open the correct path, but also harvest Some props reward.
The more complicated and slightly hard-core decryption is placed on the collection of other items. From the beginning to the end of the linear main story, it will not encounter this kind of hard-core decryption agency.
Soon Yang Chen determined the direction of Decrypting Elements in God of War.
As for the angle of view, the previous three parts used not the shoulder-shoulder angle of view, but the preference of God’s angle of view. On the one hand, this was designed because of the game features of the “God of War” series.
The huge bodies of the Greek gods and monsters filled the entire screen with Kratos’s “weak” body, and finally, with Kratos’s world-leading QTE finishing technique, he began a smooth killing. In this case, players can feel the shock to the greatest extent.
But at the same time, this is also a technical reason. It is not that the degree of over-shoulder viewing angle cannot be achieved, but that it has an anti-effect because of the picture effect.
Just like the countless pixel bricks in "My World" are stacked into a large-scale building, it feels shocking when you look far away, but if you find the pixel bricks close to it, the shock will be large. going down.
Also in the game screen technology has not reached a certain level, the shock brought by this zooming, instead of the shock from God's perspective.
Imagine the legendary Poseidon fighting with Kratos, and there is the earth **** Gaia. This should be a very shocking performance. It is true from a long distance, but if you pull the player closer, you suddenly see the game. Middle Poseidon also has the polygonal modeling of Gaia, the **** of the earth, and his experience is not as shocking as God's perspective.
The rest is the element of QTE, what is QTE? To describe it simply, it is a quick response system. There are two types of QTE systems in ordinary games: the first is a system that tests the player’s immediate response. During the actual game, the player must quickly respond to the buttons that appear on the game screen and press The buttons corresponding to the screen below have a single button or a combination button.
The second type is a specific or random symbol, which moves quickly back and forth in a length. The player needs to press the corresponding button when the symbol moves into the effective area of the length, otherwise it must also re-enter or trigger the QTE event again.
The early "God of War" uses QTE, from Yang Chen's point of view, it is more like some technical choices including the main designer of the development team responsible for "God of War" in the dream memory also said However, I don't want to see the QTE mechanism become the label of the "God of War" series, so the element of "New Ares" was canceled later.
But this does not mean that QTE has no choices at all. On the contrary, QTE is a kind of end-game-like reward in "God of War", not just as a game mechanism, it can be said that it is completely used to the peak. .
Compared with freestyle operation, QTE's system brings more shocking picture performance, because players don't have to care about the operation problem, just quietly appreciate Kratos's gorgeous slaughter performance after completing QTE. .
It is precisely because of this design that it is different from the "Ninja Dragon 3" and "Asura's Fury" that have cited a lot of QTE systems that have been ridiculed by players as "Monkey 3" and "QTE Rage". The QTE system in "Victory" brings The shocking visual impact did not affect the normal fluency of the game at all, even making it a classic, and even being labeled.
In the trilogy of Greek mythology, the design of QTE is still retained as a dream memory, and the Nordic mythology symbolizes a new beginning.
Soon, Yang Chen made the corresponding decision, and at the same time, the process of the game also needs to be appropriately changed. The Greek mythology displays Kratos's story in front of the player in a single-line mode.
In addition to this, the difficulty of QTE should be appropriately reduced according to the difficulty of the game, aside from the more complicated decryption, in fact, "God of War" in the dream memory has a more criticized problem, that is, the speed of QTE needs to be pressed too fast .
It's the same as testing whether the player has a unicorn arm.
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