Chapter 1246: Distinguish the traditional core idea

Regarding the detailed gameplay of "Death Stranding" and the detailed content, it is naturally difficult to describe simply.

Simply put, with "Mario Kart", "Portal" and "Super Mario: Manufacture" game-driven games.

"Death Stranding" is special.

Because whether it is "Portal" or "Mario Kart" and "Super Mario: Manufacture", a concept of game design is based on the core gameplay, and then this gameplay is digged in depth to extend it Create a sophisticated design.

Then put the gameplay on the plot of the game and set the theme.

"Death Stranding" is based on a plot and setting of the game, which extends a corresponding gameplay and enriches the system of the entire world.

It's as if the design concepts of "Red Dead Redemption" and "GTA" are similar.

Want to tell a story, and then revolve around this script story, thus shaping a true open world.

This is why it is different from other open world games. If the player goes to play "GTA", once they enter the main mission, the player will find that after opening the map, some other signs in Los Santo will disappear.

Except for the story of the main mission on the map, the player seems to be unable to do everything else, and some excessive actions will directly cause the mission to fail.

Because from a certain perspective, the main core point of games like "GTA" is not openness, but the world.

The same is true for "Death Stranding". Because of Hideo Kojima's obsession with movies, "Death Stranding" is also a very obvious cinematic immersion game, just like "Metal Gear Solid: The Phantom Pain".

Similarly, Yang Chen had delved into the movie at the beginning, and from some perspectives, he can also understand some of the contents of Hideo Kojima in "Death Stranding".

But "Death Stranding" will never be made into a movie.

Because its core lies in interaction.

The movie cannot let the audience experience this kind of interaction.

But the game can.

In fact, "Death Stranding" is more like a forerunner, opening up the game in a new direction.

In the past, games used to express the idea of ​​the plot in the game, generally using the screen or plot of the game, while "Death Stranding" used the unique ‘interactive’ feature of the game to achieve expression.

From these perspectives, it is just like R star pair is committed to creating an open world in order to show an excellent script story.

The same goes for "Death Stranding".

"Mr. Yang, is this set of gameplay settings a bit too risky?" Lin Jiayi asked Yang Chen in the meeting room of Nebula Games.

There is no complete understanding of the background of the entire game and the world view.

But Yang Chen also talked about the core of the content and gameplay of the game.

That is an artistic conception that matches the game, with weak connection, just as players in "Dark Soul" and "Curse of Blood" can see other players' messages.

Allow players to feel the link between people, so as to match a plot of "Death Stranding".

And the player plays Sam, who plays in the game, whose profession is the courier brother.

It is this profession that can better justify itself and have a responsibility of linking.

But according to Yang Chen's gameplay, Lin Jiayi felt completely different from traditional games.

That is the arrangement of game nodes in the game, which is completely different from the traditional game concept.

"The node is not the point. The plot, setting, and concept of "Death Stranding" are destined to be a game with a process greater than node feedback." Yang Chen understood Lin Jiayi's meaning and shook his head gently. .

It is also because of this setting that the "Death Stranding" in the memory of dreams has been controversial.

In most games, the core content is generally placed on the node.

For example, "The Witcher: Wild Hunt" and "Red Dead Redemption: Redemption".

The content of these games basically follows a principle from point A to point B.

Point A triggers the plot, point B conducts a battle to end the plot, or continues to trigger, go to point C.

But there is not much content on the middle node from A to B.

For example, "The Witcher: Wild Hunt" is about driving, and "Red Dead Redemption" is about riding a horse.

Of course, there will be some random tasks on the road, but more are just for enrichment.

One of the more special ones is "The Legend of Zelda: Breath of the Wild", because there will be various accidental discoveries on the map between point A and point B, but in essence it is only the content of this accidental discovery as The small nodes are scattered on the map.

This is the node content of traditional games.

"Death Stranding" is similar to games like "Euro Truck Simulator".

Put the feeling and experience of the game on the middle distance.

The process of going from point A to point B is the core gaming experience. How to hurry, the ups and downs in the process is the core.

The plot and CG animation triggered from point A to point B is the reward given to the player by Hideo Kojima in the game.

Including the music in the process of rushing, etc. are similar to the rewards for obtaining equipment after completing the task.

At the same time, in order to strengthen the core experience of driving in the middle, there are also many systems in the game.

One of the most important mechanisms is management.

Just like the original "Resident Evil" developed by Yang Chen, the player operates Lyon in the game, but the backpack is very limited and needs to choose materials.

Whether it is a bullet or medical supplies, this is management.

In "Death Stranding", it is also necessary to manage Sam, manage express delivery, and manage delivery vehicles.

The weight, balance, high risk of the route, the way of transporting goods, including the battle with the Mirs, and the battle with BT.

It can be said that how to manage is a core of "Death Stranding".

"It's different from the mainstream game system, then try to see if it can be broken." Yang Chen stretched while looking at Lin Jia and said.

No game can be perfect.

Yang Chen understands this deeply.

"Death Stranding" is far behind, "GTA" can't do it, "Super Mario: Odyssey" can't do it, and "The Legend of Zelda: Breath of the Wild" can't do the same.

For Yang Chen, try to present every game as perfect as possible. This is what he wants to do.

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