Game Entertainment Empire

Chapter 463 Meaning Party

As the players continue to advance in the game in "Dark Soul", more and more complaining posts and news appear on the Internet.

Obviously, although many players have heard the name of "Dark Soul", they came here especially and then they were abused and closed themselves.

At the beginning, I was inflated with self-confidence. Looking at the videos on the video website and the scenes of the host being abused in the live broadcast room, I felt that if I didn’t say anything, I would pass the level casually, but I would definitely be much better than others.

But after they bought the game and entered it, they felt the malice of Nebula Games.

And this type of players are often players who have not played "Sekiro: Shadows Die Twice" before.

Just like the original "Sekiro: Shadows Die Twice", a large number of players have also begun to discuss whether the difficulty in "Dark Soul" is reasonable.

And with the speed of some great gods pushing pictures, various strategies have also appeared on forums such as website communities.

Of course, the strategy is put here, and whether you learn it or not is another matter.

What makes players feel a little different in the game is the RPG development elements introduced by "Dark Soul".

Although this point is also present in "Sekiro: Shadows Die Twice", it is obviously more important in "Dark Soul".

At the same time, in "Dark Soul", because of the addition of various weapons, the combat system of "Dark Soul" is much more complicated, and this complexity is not the kind of numerical research that makes players feel headaches, but rather The actual feeling that can really let the player experience it.

Such as the attack distance of the weapon, and the effect performance of different weapons in the action frame when attacking and releasing.

And in the game, players can also collect armor. After wearing the armor, the players can obviously feel that they have become a lot fleshier.

It turns out that without clothes, the boss can kill you with one sword, but after wearing the armor suit, the boss needs three or four swords to kill you.

The introduction of this RPG element actually brings players a sense of accomplishment.

That's what it feels like to keep getting stronger.

For example, why are there so many players pursuing speedrunning?

Obviously have already played.

Apart from other aspects, there is no doubt that my growing sense of accomplishment is one of the factors.

In "Dark Soul", you can clearly feel your progress, not only the progress in killing monsters, but if you don't advance the map, even if you get stuck in one place.

After constantly collecting props and equipment, and strengthening the equipment, players can also feel a very obvious place.

That means you have become stronger!

Perhaps technically, the player does not feel that he has become stronger before defeating the enemy, but the intuitive performance of the attributes gives the player a motivation.

Now I can't beat it, so maybe I can beat it after a while?

Although this is self-consolation, for players this is the sense of accomplishment brought by the value, which will make them feel that their time has not been wasted.

At the same time, this is also the so-called "meaning" in the mouth of the meaning party in the game.

Even if a game is a competitive game that lasts tens of minutes, data such as level, game point rewards to unlock props, ladder ranking scores, and winning rate KDA will usually be added.

Why are there these?

There is no doubt that it is to give players a meaning.

Even if this meaning is really useless, you must give it to the player.

In addition, Yang Chen has done a lot in the game, that is, the mechanism of item drop, which no longer requires players to drop more than single-player mode when online, and will not let non-chieftain players repeatedly swipe a batch Strange hours.

This is a meaningless thing other than forcing the extension of the player's time.

Yang Chen felt that compared to letting the player face the same batch of monsters in the same place, and spend an hour or two or even longer to obtain a certain item, it is better to let the player face a new BOSS first, and then It's more fun to die dozens of times at the hands of the boss and learn how to deal with it.

It is not so uncommon to extend the player's time with repetitive content.

For example, the multiple endings that allow players to have more choices are actually a setting to extend the player experience.

But compared to simply killing monsters to explode a certain item, and then completing achievement trophies, for a game that mainly focuses on single-player mode, Yang Chen feels that it is completely unnecessary.

So in the game, such as items with a low guarantee rate such as oath props, Yang Chen did not say that their explosion rate was adjusted to a particularly low level.

Instead, it allows players to face greater challenges on an ordinary basis.

The difficulty of obtaining should not be purely brushing, after all, this is not a brushing game.

Challenge and break through yourself, this is a core point of the "Dark Soul" game.

………………

Ordinary players are studying "Dark Soul", they are studying the content of the game, and major game manufacturers are undoubtedly studying "Dark Soul", but what they are studying is "Dark Soul" Why able to attract so many players.

Because this series was created by Nebula Games?

There is a "Sekiro: Shadows Die Twice" that was a big success?

Well, this is indeed a reason, but definitely not the most important.

If it is said that the creator must be the most powerful, then there will not be so many examples of "referenced" games that are more popular than the original games.

Moreover, "Dark Soul" is not the sequel to "Sekiro: Shadows Die Twice". Both the game plot content and combat attributes are different from "Sekiro: Shadows Die Twice", but why is "Sekiro: Shadows Die Twice" Can "Soul" be successful?

Especially after "Sekiro: Shadows Die Twice", several first- and second-tier game manufacturers in the industry who also produced similar themes are painstakingly studying the success of "Dark Soul".

After "Sekiro: Shadows Die Twice", many manufacturers have launched correspondingly similar high-difficulty games, but except for some games with specific IPs, they barely achieved some results.

The rest did not cause much splash, which also makes people wonder whether it is because the players are just curious, so "Sekiro: Shadows Die Twice" is so popular. In fact, this kind of difficult hardcore should be small public games.

Especially the appearance of the latter "Prototype of Massacre" seems to verify this statement.

But looking at it now, it seems that it has nothing to do with the minority.

Because in terms of difficulty, "Dark Soul" is even more difficult and more malicious than "Sekiro: Shadows Die Twice", but players still like it.

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