Chapter 1090: Low threshold entertainment and high ceiling

On the surface, it looks like an IP-based game of chaos, but this game has a very deep understanding of the settings in the game.

It's not as simple as just taking an IP and using it directly. From the actions, details, and even the order of appearance, as well as the various props in the game, the map, and the so-called soul of life, people who are familiar with these IPs can understand Smile.

In addition to the legendary story behind the game, of course, the design concept of this game is more important.

Although the official said that this is not a fighting game, but an action game.

However, the super high ceiling has also made many players who love fighting games regard it as a classic.

And each generation has a corresponding fighting competition.

At the same time, the unique gameplay allows ordinary players to feel fun inside.

This has also allowed this legendary work to have sold nearly 20 million copies on a single platform, and the cumulative sales of the five-generation works totaled nearly 60 million copies.

But the most critical aspect of this game is not its deep content, but the integration of various IPs and a core concept.

This is also the core element for the success of the game.

That is, don't let the difficulty distinguish the group of players, so that all players, regardless of gender, old and young, can enjoy it.

So in Smash Bros, the setting of the previous conventional fighting games is changed.

For example, modify the health bar to a percentage. The higher the percentage, the higher the distance and probability that the player will be knocked off when attacked. Similarly, if your percentage in the game increases, the corresponding attack power will also increase.

Around this element, compared to the goal of clearing the opponent’s health bar in traditional fighting games, the goal of the chaos has become the goal of knocking the opponent out of the screen, so as long as the task doesn’t fly out of the boundary, it’s even more acceptable. Too much damage will not lose the game.

In addition to the other most daring setting, that is the clean cancellation of the most important rubbing system of fighting games.

All normal attacks, special kills, and super special kills require only one button, or one button with the four arrow keys up, down, left, and right.

And all the characters' skills respect this set of button design, just like the default Summoner skill in the LOL hero is DF, and the four skills default to QWER.

When facing a new character, the player does not need to recite the so-called rubbing moves list. It can be said that this is the most feared thing in the beginner fighting game, and it is completely cut off. Even if it is a handicap, it is impossible to say it is There is no way to release mortal and super mortal in the chaos.

The entire game only needs to use five buttons, the attack button, the jump button, the arrow button, the block button and the catch button. It can be said that the operation of the whole game is highly concentrated and highly simplified.

Ultra-low threshold, but this is not just a feature of the success of the game. In traditional fighting games, the player's role is always firmly attached to the ground. The behavior of jumping means in traditional fighting games. To give the opponent a chance to beat.

But in the chaos, it is completely different, because its own combat mechanism is to knock people out of the field, and also give the knocked-up people a chance to return to the field.

All in the chaos, most characters can make multiple jumps, and have the ability to instantly land in the air or move a distance upwards.

Up and down, left and right, all different directions can be extended.

Moreover, compared with traditional fighting games, the scenes of Smash Fight are not static, but will zoom in with the battle.

At the same time, Smash Bros. is also a game that fully displays entertainment, because the entire game itself is creating a kind of psychological environment for players, in fact, they are very powerful and have a sense of advantage.

For example, the slashing bomb in "Monster Hunter", the terrain killing with the shield in "Dark Souls", and the chicken stealing in "Super Mario: Manufacture" will all make players feel very, very happy.

why?

Because the players take advantage.

In Brawl, it is precisely this psychology of the player that is used. Most characters will have multiple strike effects. Not to mention the damage, at least the visual effects will definitely give the player a strong feeling.

Simple and rude, but satisfies the player's vanity.

In Smash Bros, there are still props and multiplayer gameplay.

Like the Fate Circle in PlayerUnknown's Battlegrounds, the props in Smash Bros. ranging from swords and magic to technological cannons have a good one, and it is possible to come back directly.

In addition, there are various kinds of maps, and the maps also have their own characteristics, such as traps and rewards.

Coupled with the setting of multiplayer fighting, it pushes the entertainment elements of the entire game to the apex.

But the only embarrassing place is that the multiplayer mode of this game has the same matching mechanism as Super Mario: Manufacture in dream memory, that is, if a player is Kirby, everyone will become Kirby.

But even so, Smash Bros. involves the focus of many lightweight players, but it does not make Smash Bros. the game hard-core enough.

Even on the contrary, this game has a very high ceiling.

Judging from the content of the game, the most direct example is that the outcome of the game itself is to knock the player out of the field. Therefore, most of the left and right sides of the map are in a vacuum zone, and people will disappear if they fall. .

Ordinary players will mostly fight in the center of the field. With the setting of no health bar, there will be a situation where two players can fight in the dark, and the fight is cool enough.

The master will lead the battle to the edge, and even solve opponents off the court and in the air, and this involves psychological games and on-the-spot reactions.

These are also the most essential part of the official fighting game, so Smash Bros. is both entertaining and hardcore.

Listening to Yang Chen's words, Lin Jiayi's eyes also lit up.

Although Yang Chen has not said many detailed settings, Lin Jiayi can feel the unique charm of this game from these contents.

In addition to this, there is another point of greatest concern, and that is the integration of character styles.

"This is a huge project!" Lin Jia pursed her lips and said while looking at Yang Chen.

"Indeed, the details and characteristics of different games and the cultural background of different games need to be involved, rather than simply approve an IP skin." Yang Chen nodded.

The chaos in the dream memory is so outstanding, in addition to its unique innovation and design concepts, there is also one thing that is also very important, that is the integration of IP. UU reading is complementary to each other.

"Have you tried this in the previous "Nebula Games: GO"? Lin Jiayi looked at Yang Chen and asked what he thought of.

"It's a coincidence. When that game was launched, I didn't expect it." Yang Chen said with a smile.

"But before designing this game, I still have to do one thing." Yang Chen stretched out.

"Huh?" Lin Jiayi showed a puzzled expression.

"Acquire various classic IP roles." Yang Chen said with a smile.

What are the characteristics of Smash Bros.?

That's naturally the characters that players are familiar with.

And the chaos in dream memory, many of the characters, it is difficult to give players a special experience.

So in order to be able to produce a work on the scale of the big chaos in the dream memory, this time is different from the past.