Vol 10 Chapter 1025: Delta Special Forces (5)


On the whole, this game is divided into the construction of multiple scenes, of which several basic scenes and hundreds of combat scenes are used as the main scene applications in the game.
I have to say that this is Lin Yan’s initiative in this type of shooting game. Of course, Lin Yan himself has a lot of his own ideas for the design of these games. The design can be said to be a more complicated design in the first listing on the scene, but this naturally has Lin Yan's own reasoning.
Of course, many times Lin Yan also thought about what Lin Yan is not satisfied with now on the Internet, even among the shooting games he has created.
In fact, it is very simple to say, you need to know the core of the shooting game itself, the biggest refreshing feeling that the player can experience.
To put it bluntly, it is to let players experience the most extreme feeling in the rain of bullets, just as if they are actually in the battlefield. It can be said that this is the core of the shooting game itself, which is also one that Lin Yan always agrees This is the positioning of the core experience of shooting games.
But this kind of thing is not entirely a good thing. You must know that shooting games, as long as they are currently on the market, are basically a scene mode, that is, there are only battlefield scenes.
The scenes players experience in the game are all battle scenes, but before the player enters these battle scenes, there is almost no transition. The player enters the game directly in the game. The previous plot links are basically Above part of the narration.
It can be said that the plot is very thin and weak. At least in the game, the player's impression of the game itself is not direct, but in many cases, the player always has an unrealistic feeling about the plot. .
This unrealistic feeling greatly affects the player's own game experience. It is necessary to know that the lack of substitution has a huge impact on the development of a game itself.
So Lin Yan still has to make a lot of changes in these aspects. First of all, in this game, the player himself is not the kind of direct entry into the battlefield in the game. Lin Yan can be said to have set a lot in this game. Transitional scenes to allow players to experience the game in the game.
That is to say, in the entire game, the battlefield where the player can fight can be said to have a very huge battlefield. There will be a large transitional scene in this battlefield to increase the player's own game experience.
Therefore, Lin Yan made this game into a relatively speaking half RPG game mode on the market. Players actually have a relatively high degree of freedom in all scenes of the game, but these scenes themselves are Relatively independent, there is no connection point between the scenes.
This is Lin Yan's original design in the game. Of course, in many cases, Lin Yan's original design can bring very good game experience effects. This is beyond doubt. ,
First of all, in all game scenes in this game, players can repeatedly enter, and after the player enters, this scene is also divided into two modes.
Of course, this category is mainly aimed at battle scenes, and other conventional scenes have their own unique functions.
For the battle scene, players are not only able to experience the game in the main story of the game, but also after the end of the main story.
Players can repetitively experience many levels of users just like the Call of Duty series games. This can be said to be a very good game measure in the game. But there are also some problems in this.
That is, in many similar games, after the player enters the previous battle scene again, the player simply re-experiences the previous game, and there is no more novelty in it. In other words, it can be regarded as a relatively failed game experience.
After all, the same thing appears in front of the player once or twice, but if it appears too many times, ten times eight times, it will really make the player feel a sense of boredom in it, so this overall It is not a good gaming experience at all.
Lin Yan himself has redesigned this point in order to give players a completely different game experience in the game. It can be said that the production in this area is quite difficult, but Lin Yan himself I think I can completely control the mode of this game.
After all, you must know that Lin Yan himself can be said to be one of the top game producers in the entire world. If even Lin Yan does not possess such ability, then there may be no one in this world who can perform Lin Yan. As Homura imagined, this kind of game mode was shaped.
It can be said that there is no exaggeration on this point. Even in Lin Yan's opinion, how such a design can reflect the game effect that he thinks in his heart is a challenge for himself. For others, it is even more difficult.
For this game, one of Lin Yan’s first goals is that although this is a shooting war game, Lin Yan will rarely be able to control the degree of freedom of the game itself in such a game. Manifestation.
Not to mention that players have the freedom to run around the world in the game, but at least in the many interactions of the scene, this game is bound to be the most perfect.
In other words, although the scenes in the game do not have any relationship with each other, the player himself has a lot of interaction in any scene in the game. It can be said that these are in the scene. Interaction is the core experience of this game.
For the shaping of this aspect, Lin Yan first focused on the repetitive scene experience of the player in the game.
And Lin Yan has a completely different design for each battle scene, that is, players will encounter many elements of uncertainty in the game, so that players always have a sense of freshness.
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