Game Entertainment Empire

Chapter 479 Game Map Design

Regarding the difficulty and map malice in the "Dark Soul" DLC, it is not difficult for players to accept.

After all, players who bought DLC are basically players who are mentally prepared for the content.

No matter how difficult it is, in the face of all kinds of powerful bosses, mobs, and map traps, you will die a little bit at worst.

The most uncomfortable thing for players is that the bonfire in the game cannot be teleported, and there is also the feeling that all previous efforts will be wasted if you accidentally die in the middle of the journey.

If it is not a long distance, if you die, you will die and start over again, but if it is a long distance, you can even go that long, and you still have to rely on a little luck factor. Once you die, your mentality will collapse.

Facing one of the players' discussions about the bonfire, Yang Chen was not prepared to wait for the players' word-of-mouth to ferment, and then tap water to reverse the game's word-of-mouth.

It's not that there is no money to do guidance and publicity in this regard.

So soon there were many posts about bonfires and maps on the Internet.

‘It must be intentional that the bonfire cannot be teleported, but who said it would take so long to run the map! ? Don't you find that all maps have many shortcuts and are connected to each other in all directions? Take the sick village as an example, cross the bridge of Feilong Valley, then enter the small Longde ruins, and then take the elevator back to the fire-spreading sacrifice ground. There is nothing strange on the road, and it will take a few minutes at most? '

‘I’m completely on my knees with the map design of this DLC, it feels like a huge hornet’s nest, each scene can be connected to other scenes! '

‘The bonfire can actually be teleported. After seeing the Sun Princess, you can get the King Artifact, and then use the power of the King Artifact to activate the teleportation function of the bonfire. Although this is not very useful, many maps still need you to run. '

In the beginning, it was a sneaky pretend player of Nebula Games, who guided the map design in "Dark Soul".

But soon as the topic led and time progressed, more and more real players spoke, and they also made some hand-drawn maps in the DLC.

At this moment, many players were amazed. Can the map of this game still look like this?

At the same time, it also made some road idiot players ecstatic that they were finally able to find the right way.

And some players with relatively poor skills laughed after watching it.

What's the use?

You have all started to fight Witches, Nite, Gwen and other salaried bosses,

They are still suffering in the parish of the undead, what use is this map of yours!

On the other hand, as the players cleared the game, some "soul scientists" also began to explore the plots in the DLC and connect them with the previous stories.

Still the same as before, Yang Chen and the others still use fragmentation in the content of the DLC.

Players can only analyze the plot from a few words of NPCs, or maps, and some props and equipment dropped after killing monsters and bosses.

Some people think that the so-called fire transmission is a scam. From the clues of the fire-fighting woman and the ashes in the previous "Dark Soul", the world snake that appeared in the DLC, and various clues, players think that the fire transmission is just to continue. Reign of the Age of Fire.

However, some people think that spreading the fire is not a conspiracy, after all, the Gewen family all end up in order to spread the fire.

For the players' speculation about the plot, Yang Chen and Xingyun Games are not prepared to give an official answer, or to determine a so-called official ending.

As the saying goes, there are 1,000 Hamlets in the eyes of 1,000 people;

After each player has experienced the game experience, he has an ending that he recognizes.

…………

In Xingyun Games' office, Yang Chen stretched his waist, teased the steel egg, and then returned to the computer.

The content of "Dark Soul" has basically been fully developed, except for a small team to carry out follow-up BUG corrections, the rest of the manpower has basically been withdrawn to "The Legend of Zelda: Breath of the Wild" .

However, although there are enough members responsible for the research and development of "The Legend of Zelda: Breath of the Wild", the progress is not so fast.

It is mainly the design of the map, the decryption of the maze, and the interaction between scenes.

But for Yang Chen, "The Legend of Zelda: Breath of the Wild" is actually quite easy. Apart from the early battles and the core elements of the entire game, he needs to be in charge.

There is no need for him to focus on the decryption design in the temple and the interaction of the scene later. As long as the team understands where the horizontal line of the game is and keeps it above the horizontal line, there will basically be no major problems. of.

"The map of "Dark Soul" has been praised by many people." Wang Yaliang who was next to him leaned over and said to Yang Chen.

As the map in the "Dark Soul" DLC was completely revealed by the players, not only the players, but many people in the game industry were greatly surprised by this.

Putting it on some small independent games, this kind of map design similar to honeycomb vertical connection is not uncommon.

It can be placed on a large ARPG like "Dark Soul", which is particularly rare.

"Actually, the limitations are huge." Yang Chen smiled, then shook his head and said.

This kind of through-type design actually still has a lot of flaws.

The biggest reason why the first generation of "Dark Soul" in dream memory adopted this method was because of lack of money.

Moreover, this map design method is not suitable for large maps and games with a detailed plot.

It is precisely because of the high difficulty of "Dark Soul", even on a small map, players can spend a lot of time and have fragmented plots.

This is what makes this map design look so good.

If a map designed in this mode is placed in an open world like "The Elder Scrolls: Skyrim", it will definitely be a disaster-level game experience.

Standing beside him, Yang Chen was talking about the design ideas of the map in the game.

It is not specific to the design of the levels in the map, but the design of ideas compared with the theme of the game.

It can be said that the map design in the game is far from as simple as thought.

The plot, theme, and even the overall style of the game are all related to the map design in the game.

If it is specific to a movie-like narrative line, or even rushing from one scene to the next, the time it takes for players to collect items and the time it takes for them not to collect items is calculated.

Of course, this is just an exaggeration, and the actual production is not as terrible as imagined.

But it doesn't mean that you just say whatever you want to make the map in the game.

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