Game Making: Start By Healing the Player

Chapter 861: Threshold and Content Depth

"This is a completely different fighting game. It has the premise of 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 the crowd and said.

Hearing this, Qin Yi and others in the conference room showed a surprised expression.

After all, this sounds really contradictory, and it has a very high upper limit, which shows that the game is a very **** game.

So under this premise, how can there be an ultra-low entry threshold?

"Star Wars is the post title of the new work, and it represents its two core points at the same time."

Chen Xu said with a smile, some concept maps that had been prepared on the big screen were also displayed.

The first is the so-called star. Every character who can join either has a huge fan base or has a strong stroke in the history of the game.

The second is brawl, this game has an ultra-low threshold.

General fighting games are basically stereotyped templates.

In terms of blood volume performance, it is the so-called percentage blood volume. When the blood volume is reduced to 0, the winner will be determined.

But in the game of 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 from a low level to a high level. The higher the percentage, the higher the distance and probability of the player being knocked up when attacked.

Revolving around this element, compared to the goal of clearing the opponent's health bar in traditional fighting games, the goal of Super Smash Bros. is also to knock the opponent off the screen.

So as long as the character doesn't fly out of bounds, no matter how much damage they take, they won't lose the game.

At the same time, around the setting of knock-up, different characters can also introduce concepts such as weight.

In addition to the other most daring setting, that is to cleanly cancel the most important trick system of fighting games.

Of course, there are exceptions. Fighting characters such as Terry in the legend of the hungry wolf still have the setting of rubbing moves.

But the skills that can only be released purely by rubbing are limited to the two major skills that can be used when the blood volume reaches a certain level.

The normal basic attack, kill, and super kill of all characters only need to correspond to one button, and the skills that traditional games need to use in order to use tricks, only need to cooperate with the up, down, left, right, four direction keys and separate function keys to achieve.

Characters throughout the game honor this set of buttons.

When facing new characters, players don't need to memorize any tricks like traditional fighting games, they just need to understand the characteristics of skills.

It can be said that this is the most feared thing for beginners to start fighting games, and completely cut off.

Greatly reduces the learning cost of fighting games.

Even if it is a disabled person, it is impossible to say that there is no way to release certain kills and super kills in the big fight.

Because the entire game only needs to use five buttons, the attack button, jump button, kill button, block button and catch button, the operation of the entire game is highly concentrated and highly simplified.

And this is not just a feature of the game's success. In traditional fighting games, the player's character is always firmly attached to the ground. The behavior of jumping in traditional fighting games means to beat the opponent. Chance.

But it's completely different in Super Smash Bros., because its combat mechanism is to knock people out of the field, and also give the people who were knocked back a chance to return to the field.

So in the big fight, air combat is a very special point.

If you use it well, you can beat others; if you use it badly, you will be beaten by others.

In addition, Super Smash Bros. has a unique prop battle setting, and the props in it range from swords, magic to technological cannons.

If the traditional fighting game completely strips away the element of luck, the chaos is just the opposite, and the element of luck is added to the fighting mode.

It is also possible to get a good prop, such as a black hole, an invincible star, a retarder, and a rocket launcher.

In addition, there are a wide variety of maps, combined with the characteristics of the maximum eight-player melee in the special edition, which directly brings the entertainment attributes of the game to the extreme.

In addition, the single-player content of the special edition of Rendou is "The Star of Lights", which has reached the highest level in the series.

Even many players from DX and X and the first generation of big fights have sincerely praised it, and there may never be such a miraculous game in the future.

Because this is not as simple as taking an IP and using it directly, from actions, details, and even the order of appearances.

There are also various props in the game, maps and the so-called life and soul, which can make people who are familiar with these IPs smile.

As the well-known game player in the previous life said, this is a game composed of many different characters, complex music, and a large number of employees. Games that are all linked 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 so great, but if you choose a producer who understands players best and the game best in the industry, then there is no doubt that Masahiro Sakurai bears the brunt.

In particular, X was ordered to be in danger, just like Liu Bei Baidicheng in the Three Kingdoms, who was the solitary Sakurai Masahiro. At E3, the release date of the big fight was set on the second day of Iwata's birthday. Sakurai Masahiro. The sentence 'Ah, it's finally published, so it shouldn't matter if I cry a little today? ’ It adds a bit of legend to the game.

"Fighting, props, a fighting game without 100% health and tricks!" Qin Yi and the others all exclaimed when they heard Chen Xu's words.

This simply subverts their understanding of fighting games.

But soon, another question appeared in their minds.

"But Mr. Chen set it like this, the lower threshold of the game has been lowered, but will there be no depth?"

Qin Yi and others have some concerns.

A game needs a simple threshold to get started. Fighting games have lost the market because the threshold is too high.

Think about a game, and it has competitive attributes. If you don’t pass the technical level, you will be beaten violently, and you will not get positive feedback at all.

At the same time, the cost of learning is still high. There are more than 10 or 20 characters. Each character has a variety of tricks from small skills to big moves.

In the early days, because there were not many game choices, maybe you would take the initiative to learn how to play this game, but if there are enough games, would you still choose?

This is why, more and more games are starting to be simplified.

But simplification doesn't mean good, because a game without depth is a fast food game.

And as a fighting game, without these settings, wouldn't it just lose depth?

Just like in "God of War", there is no need for players to make manual combos, but a one-click combo function is given.

What else is there to play in an action-oriented game like "God of War", just watch the plot once? Or brush a piece of equipment with a height attribute to crush it?

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