Game Making: The Latest Chapter Begins With Healing the Player
Chapter 861 Threshold and Content Depth
"This is a completely different fighting game. It has an ultra-high upper limit and an ultra-low entry threshold. Even players who don't know much about fighting games can have fun."
Chen Xu looked at everyone and said.
Hearing this, Qin Yi and others in the conference room showed surprised expressions.
After all, this sounds really contradictory. It has a super high upper limit, which shows that the game is a very hard-core game.
So under this premise, how can we still have an ultra-low entry threshold?
"Super Smash Bros. This is the post-title of the new game, and it represents its two core points at the same time."
Chen Xu said with a smile, and some concept drawings that had been prepared were displayed on the big screen.
The first is the so-called star. Every character that can be added either has a huge fan base or has a significant mark in the history of the game.
The second is Brawl, this game has a very low threshold.
General fighting games are basically fixed templates.
In terms of blood volume performance, it is the so-called percentage of blood volume. When the blood volume drops to 0, the winner will be determined.
But in the game Super Smash Bros., it changed the laws of this fighting game.
First of all, the health bar is still a percentage, but it does not drop from a high level to a low level, but rises from a low level to a high level. The higher the percentage, the higher the distance and probability of the player being knocked away when attacked.
Surrounding this element, compared with the goal of clearing the opponent's health bar in traditional fighting games, the goal of the super brawl is to knock the opponent off the screen.
Therefore, as long as the character does not fly out of the boundary, no matter how much damage he takes, he will not lose the game.
At the same time, around the setting of knocking away, different characters can also introduce concepts such as weight.
In addition to this, the other most bold setting is the clean elimination of the most important trick-rubbing system in fighting games.
Of course, there are exceptions. For example, fighting characters like Terry in The Legend of Hungry Wolf still retain the setting of rubbing moves.
However, the skills that can only be released purely through repeated moves are also limited to two major skills that can only be used when the blood volume reaches a certain level.
The normal basic attacks, special kills, and super special kills of all characters only need to correspond to one button. Skills that require repeated moves in traditional games only need to be realized with the four direction keys up, down, left, and right and separate function buttons.
The characters throughout the game respect this set of button designs.
When facing a new character, players do not need to memorize a move list like traditional fighting games, they only need to understand the characteristics of the skills.
It can be said that this is the thing that novices are most afraid of in fighting games, and it is completely cut off.
Greatly reduces the learning cost of fighting games.
Even if you are a handicap, it is impossible to say that you cannot release special kills and super special kills in the chaos.
Because the entire game only requires the use of five buttons, the attack button, the jump button, the kill button, the block button, and the grab and throw button, the operation of the entire game is highly centralized and simplified.
And this is not just a characteristic of the success of the game Super Smash Bros. In traditional fighting games, the player's character is always firmly attached to the ground. Jumping in traditional fighting games means giving the opponent a violent beating. Chance.
But it's completely different in Super Smash Bros., because the combat mechanism itself is to knock people out of the field, and also give those who are knocked away a chance to return to the field.
Therefore, in Super Smash Bros., aerial combat is a very special point.
If you use it well, you can beat others violently; if you use it poorly, you will naturally be beaten violently by others.
In addition, Super Smash Bros. also has a unique prop battle setting, with props ranging from swords and magic to technological cannons.
If traditional fighting games completely strip away the element of luck, then Super Smash Bros. is just the opposite, adding luck to the brawl mode.
It is also possible to make a direct comeback by getting a good prop, such as a black hole, invincible star, timer, or rocket jet.
In addition, there are a wide variety of maps, coupled with the special edition's feature of up to eight people in melee, which directly maximizes the entertainment attributes of the game.
In addition, there is the special edition of Ren Dou's stand-alone content "Lighting Star", which is the best in the series.
Even many players who came from DX,
Because this is not as simple as taking an IP and using it directly, from the actions, details, and even the order of appearance.
There are also various props, maps and so-called life souls in the game, which can make people familiar with these IPs smile.
As a well-known gamer in the previous life said, this is a game with many different characters, complex music, and a large number of employees, connected by a big battle, allowing players, users, developers, and all players with different hobbies to Games that are all connected together.
The reason why this game has such charm is also related to a legendary game producer in the previous life: Masahiro Sakurai.
It is different from some other well-known game producers in the industry, such as Hideo Kojima, Hidetaka Miyazaki, etc.
Masahiro Sakurai's reputation is not that great, but if we choose a producer who knows players and games best in the industry, then there is no doubt that Masahiro Sakurai will bear the brunt.
In particular, X's appointment at a critical moment was like Liu Bei's entrustment to the White Emperor in the Three Kingdoms. At that time, Iwata, who was ill, entrusted Masahiro Sakurai. When the release date of Super Smash Bros. was set on the second day of Iwata's birthday at E3, Masahiro Sakurai That sentence of 'Ah, it's finally published, so it shouldn't matter if I cry a little today, right? ’ adds some legendary color to this game.
"Chaos, props, a fighting game without 100% health and moves!" Qin Yi and others exclaimed after hearing Chen Xu's words.
This simply subverted their understanding of fighting games.
But soon, another question appeared in their minds.
"But with Mr. Chen's setting, the lower threshold of the game has been lowered, but will it lose its depth?"
Qin Yi and others have some concerns.
It is true that a game needs a simple entry threshold. Fighting games have lost their market because the entry threshold is too high.
Think about a game, and it also has a competitive nature. If the skill is not up to standard, you will be beaten severely, and you will get no positive feedback at all.
At the same time, the learning cost is high. There are more than ten or twenty characters. Each character has small skills to big moves, and you have to memorize various moves.
In the early days, because there weren’t many game choices, you might still take the initiative to learn how to play the game, but if there were enough games, would you still choose?
This is why more and more games are beginning to be simplified.
But simplification does not mean it is good, because if a game has no depth, it will become a fast food game.
As a fighting game, without these settings, wouldn’t it just lose depth?
Just like in "God of War", players are no longer required to manually perform combos, but are given a one-click combo function.
So what else is there to play in an action-oriented game like "God of War", other than just watching the plot? Or get a high-attribute equipment to crush them?
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