Vol 10 Chapter 776: Fading light (5)
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Game Development Mad God
- Lord God
- 1138 characters
- 2021-01-30 11:17:18
For the previous game "Dying Light", Lin Yan believes that the advantages are the exciting exploration mode, rich kill rewards, and fascinating side missions.
Of course, the shortcomings of this game are equally obvious. There is no new fighting system, which is somewhat disappointing. It is obviously a brand-new story, but it feels like an old game with a new coat. Although the main story is very long, it gives players enough time to explore in the game.
However, the appearance of the main story itself is too plain, and it feels not commensurate with such a huge game. Although the content of the game is not skinny, the performance of the main story is still thinner. , And the old-fashioned story lacks an appeal for players.
After all, the routine of crying, causing trouble and hanging on the hook can be used once or twice.
So this is also a key point of Lin Yan's overall change.
But Lin Yan still wants to give this game a relatively good rating. Of course, there are other things that Lin Yan doesn't like, but these are changed during the production process.
According to Lin Yan's experience of "Dying Light", in the early stages of the game, players often need to sneak in to avoid zombies. After all, these zombies can kill players easily or quickly, but as the game progresses , This game has become a feast of challenging the limits of sports and the pleasure of getting started killing.
The plot of the whole game is not brilliant, even very old-fashioned, but the side missions can be fascinating. Although there are some suspicions of the essence, it can be regarded as making up for some of the shortcomings of the game itself.
Interesting tasks in the game provide players with enough fun, making this game one of the most exciting and open zombie games.
And now the formal shaping of this game has begun.
For a good open world game, the first thing that needs to be made is a very huge big map. This is unquestionable. After all, the big map is the main carrier of all stories and content. If the shaping is not in place, then The impact of the game itself can be said to be very large.
In this game, the main game scenes are concentrated in a large city. In Lin Yan’s view, this urban scene is somewhat similar to cities like New York or Rio de Janeiro. On the surface, it can be said to be very prosperous, but this This kind of prosperity is only concentrated in a part of the city.
There are large slums outside the central cities. Many people think that New York, as one of the largest cities in the world, cannot have slums, but the fact is that the development of this kind of city is even more backward and developed. Strong contrast between.
Therefore, Lin Yan used the entire New York as the main blueprint for the creation of the game’s big map, almost one-to-one restoration of the entire New York City. This shaping is not only concentrated in the main cities, but also It also portrays places like the suburbs of New York.
Many iconic things are all shaped according to their actual appearance, such as the Statue of Liberty, Manhattan, and the stock exchanges on Wall Street.
There are still a large number of slums in the suburbs of New York, but Lin Yan has also made some changes in the game, appropriately increasing the area of the entire New York, making the city even larger, and because New York itself is With a population of more than 10 million, players will face a large number of zombies in this game.
For the player's skills in the early stage is not a small challenge, of course, the difficulty in the early stage is still acceptable. After all, any game itself has a certain degree of difficulty, and for zombie games, especially for such open-world games, too high difficulty is not suitable for this game, but it is still necessary to achieve a certain level of difficulty. An acceptable balance will do.
Regardless of any form of game, even the skipping rope we played when we were young, this kind of thing is a competitive game item, but the difference is the difficulty of the game itself.
It’s too simple and not challenging. After playing the game several times, it can turn the rain and cover the rain, and it’s difficult to have that whole-hearted sense of accomplishment. And the difficulty of the game itself is too difficult, so the player can be very good after completing the game. Game experience and sense of accomplishment, but if the difficulty is too high, then players who can enjoy this sense of accomplishment are destined to be a minority.
For example, the difficulty of "Ninja Dragon Sword" super ninja level can almost make people vomit blood and die, but there are always some shaking M that can pass smoothly, but the players who can enjoy this sense of accomplishment are destined to be a minority. .
So in Lin Yan's view, it is very important for a game owner to have a good balance of difficulty. In this game, Lin Yan does not set any difficulty level or the like.
According to my own production ideas, in this terrifying apocalypse where the whole world is full of zombies when waking up in the morning, it is actually a very difficult thing for a person to truly survive, at least in the real world. With the world being an undead army, wanting to live a normal life is simply a dream.
Life in this environment is basically a life with today and no tomorrow. There is no difference between wanting to live a hundred years and idiotic dreams, so it is very difficult to survive in such an environment. .
But this kind of difficulty cannot be fully reflected in the game. First of all, this is a game, which is for the player to relax, not to make people struggle desperately in this world.
Therefore, while ensuring the true feeling of the game itself, the difficulty of survival must be reduced, but the reduction must be limited to a certain extent, so that the player can feel a certain degree of challenge in the game, and it will not be that desperate. The degree is the best.
In other words, it is necessary for players to live in fear all day in the game, and always create a sense of tension. This is the most core shaping of the game environment and game psychological experience in this game.
After all, if you are a player who likes the kind of sunny beach bikini, he will not choose this dark game, and the player who chooses this kind of game essentially wants to experience the feeling of struggling in the apocalypse?