Chapter 1094: Features of All-Star Smash Bros.

Why is a fighting game as fleeting as a shooting star? If it is a player, then the answers must be varied

For example, I don’t like to fight with people, it’s too difficult to get started, I can’t get my skills, I can’t beat others all the time, there are too few people playing, or other reasons.

However, the major game producers are all clear in their hearts. The main reason for this situation in fighting games is that the difficulty of getting started is too high.

To discourage novices, imagine you are playing a fighting game with a total of 40 characters.

You have to memorize their list of moves for each character. If you don't memorize it, you won't even be able to release your skills, and after you have learned the skills of each character, you may not be able to beat others.

This kind of learning cost will make players wonder from the bottom of their hearts. Am I here to play the game or was it played by the game?

Can simplifying the threshold for getting started?

OK, but this is another problem, that is, how to simplify the threshold for getting started. As a fighting game, the core is confrontation.

Why is there no shortage of diehard fans even though fighting games flashed by like a comet?

It is because of the depth.

Why are MOBA games such as "League of Legends" and "DOTA" so popular for years, and even more and more popular?

It is also because of the depth.

When the player successfully crosses this novice threshold and is no longer a novice, they will begin to delve into the depth.

For example, the most basic skill connection in "League of Legends", heroes such as Sword Princess, Novice, and Crocodile use their skills to reset basic attacks to perform combos and instantly hit huge amounts of damage. Shadow, let it gain a favorable position.

These are the depth that can be advanced, from operation to production, and then to team coordination.

If a MOBA game, everyone eats a big pot of rice, experience, level, and economy are all shared, then this kind of in-depth content is not obvious, or lost.

When no one knows how to play, they may be happy, but with time, the player's senses will completely change.

This is why many players have a feeling that a multiplayer game is always the most fun when it first came out. During that period when no one can play, you will feel this The game is particularly happy to play, but when you can play, some players will feel bored and boring, and then put it down.

The main reason for this is that after you leave the novice stage, this game does not hit your G-spot with the deep content that it needs to learn.

Fighting games are the same, even this type of game is more profound than other games.

The lower limit determines how many audiences the game can own, and the upper limit determines whether the game is a shooting star or not, and whether it can effectively allow players to have a ladder that can sustainably study input costs.

……………………

When outside players and the game industry were in heated discussions, Yang Chen didn't care at all.

What is the fighting mechanism of the All-Star Fight?

Yang Chen has a clear understanding of this.

Its lower limit?

Even players who don't understand fighting games at all can play freely in it, because it's just like its name: Smash Bros.

Up to 8 people, single group or team play, can be said to be completely entertainment-oriented.

In the dream memory, Yang Chen had to find one of the biggest and biggest shortcomings, that is, the server matching mechanism of this game. It is useless to have a good network in the whole room, because as long as there are other people who are stuck, then you too Will be affected and become Kabi.

This has also led to many chaos players being forced to build 1V1 rooms instead of matching multiple players.

Excluding these contents, it can be said that the All-Star Super Smash Bros. game truly achieves a two-way design of competition and entertainment.

"Be bold. The distance between the second and third stages is higher and wider."

"In addition, the player's reaction time should be weakened in the game. The activation time of the move is too long, and the maximum should not exceed 12 frames."

In the office of Nebula Games, Yang Chen looked at the submitted data and shook his head.

The development work is still a bit troublesome, although he has emphasized it in the design plan.

But after all, other people are not like him. They have the actual effects of the chaos in the dream memory as a reference, and they rely more on their professional sensitivity to calculate, which is probably a feeling of not knowing the true face of Lushan in this mountain.

Where is the low threshold experience of the All-Star Smash Bros. game?

It's an extremely simple move command. It doesn't require the player to practice ordinarily. You only need to play one side and know its attack effect, just like a hero in "League of Legends".

You will only ask others what the effect of this hero's skill is, instead of asking others what to put this skill on.

The second is to weaken the combo element and replace it with the pursuit element, which is also closely related to the mechanism of the chaos.

Combinations can be said to be a very important part of many fighting games, but combos are actually not that friendly for novice players.

The character in the hand of a player who can make a combo can hit the opponent with one move, while a player who does not have a combo will only have one touch. This means that a player who can combo is more natural than a player who does not. Attack power is much higher.

In the chaos, the so-called combo is replaced by chase. After the player knocks the opponent into the air, there are two situations.

One is to take advantage of the advantage, and the other is to take advantage of the victory and pursue. But the difference from traditional fighting games in the chaos is that the player who is knocked into the air can avoid the opponent's pursuit by operating, and even form a counterattack. .

This point directly erases the biggest negative impact of traditional fighting games on players. In traditional fighting games, once the player is touched, he has to take a set of combos. During the process, the player can’t do anything. Watching myself be beaten.

In the chaos, even if you are beaten into the air, you still need to keep focused on the operation, because you are likely to get back the situation.

Why in FPS games, many people can play happily with 0-20 records and still enjoy it?

Just like fighting games, isn't it all being beaten? Isn't anyone beaten to death?

Because they have a sense of participation, they can shoot, and even if they can't hit someone, they can feel involved in the game.

The second is to eliminate the advantage of quick reaction. In almost all battle games, players with quick reaction have a great advantage over players with slow reaction.

This is the case with FPS and MBOA games. The first to see people in FPS games and the quick response to shoot first will occupy the absolute initiative.

In MOBA games, such as "DOTA" and "League of Legends" others come to GANK you, if you open the BKB or hand over the flash immediately, then you will be able to avoid a problem.

If you can't open BKB until you die, and you haven't flashed it until you die, the player's reaction state has already reached the end, and basically there is only one way to wait for retirement.

This is why in most competitive games, the golden age of professional players is between 18 and 25.

In fighting games, reaction is very important, because the moment the opponent raises his hand, the quick reaction will block the opponent's attack and make a counterattack.

But in the All-Star Fight, Yang Chen requires no more than 12 frames, which is a time far beyond the limit of human reaction.

In this case, the player's reaction is eliminated, and it is more predictive, guessing, and psychological games.

But this does not mean that the All-Star Smash Bros. has no depth at all. On the contrary, in Smash Bros., the depth content is presented to the players in another mode.

That is the punishment for repeated actions. In Nintendo Smash Bros, repeated operations other than jumping and moving are punished by repeated actions.

If the player keeps defending, the defense value will get smaller and smaller, and the player will be dizzy when the defense value returns to zero.

If the player keeps dodge, the invincibility time of dodge will be smaller and smaller, and the dodge action will be slower and slower.

If the player uses the same move to hit the enemy, the damage of this move will become smaller and smaller.

These penal effects need time to eliminate.

This requires the player to make choices in this respect, and use new elements to fight the enemy. When the player achieves this step, there will be new elements, that is, the interactive multiplication between the elements, each character has 4 Skills, 8 ground moves, 5 aerial moves, which means players have to piece together these moves.

Moreover, the map of Smash Bros is different from ordinary fighting games. It is not left and right, but dynamic diffusion, which means that the air will be a main battlefield, which brings uncertain factors to the battle.

The joint excavation of entertainment and competition is the reason why the All-Star Fight is so popular.

Just like a MOBA game.

A game that can master the competitive content can be said to be rare. In fact, most games are ordinary casual players and players who have not yet passed the competitive threshold.

In League of Legends and DOTA, the players who can really grasp the core of the game are at least diamonds, and players who are more than one-timers, and this part is only about less than 7% of the entire game players. UU reading www. uukanshu.com

But without this part of the core content, ordinary players would have no direction and goal to move forward, and no motivation to support them.

And the inability to fully master does not mean that there is no partial mastery. Many players have mastered part of the core and used it for joy to continue playing.

In addition, there is no way to support long-term active communities and competitive competitions without this in-depth battle content, and there is no way to maintain a long-term popularity for the battle game.

It can be said that if the game of All-Star Fight is focused on competition, then it will be no different from ordinary fighting games.

Even this game takes the game culture of each IP to the extreme and the content details to the extreme.

But if there is no in-depth competitive content, the big fight will also be the same as a fighting game, becoming a meteor across the sky, exploding and then declining.

Then I was teased by the player, All-Star Fight is going to be hot!

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