Restart the Gaming Era

Chapter 226: Simplify

Zhong Ming didn't pay much attention to everyone's expressions. At first glance, the design concept of this game may make many people really confused, and even some professionals will not be optimistic.

Why not bullish?

Because this game has almost completely subverted many basic cognitions of traditional games!

The simplest point is that a **** lesson learned by many games is that the game system should not be too complicated and should be simplified.

It is a master who can make complex gameplay simple.

Because most players come to play the game, it is with an entertainment mentality. And the gameplay is too complicated, which means that the learning cost rises, which will inevitably cause players' irritability.

When I came to play the game, it was fun to play, but in the end, you made me learn this gameplay, that gameplay, and it took 10 minutes to burn my brain compared to class? ?

Therefore, in general, games that are too complicated to play like this will naturally discourage many players. This is why many designers especially value "simplify the complexity" and slowly open functions and guide as slowly as possible. It is to reduce the learning cost of the player as much as possible.

The gameplay is slowly opened, first showing the core gameplay and core fun to the player. A simple core gameplay allows the player to have fun. Then, after ten minutes, the player is slightly tired. Then he opens a new gameplay. Keep the player patient and let the player have the most fun, they will stay in the game.

But "Taiwu Painting Volume" is not so dry, this game is almost all the way you want to play, all in a brain.

In addition, many designs of "Taiwu Painting Volume" have subverted traditional games, which may make many people feel aggressive. What are these?

But once you play it, you will find that the game can still do this?

For example, the core combat system in the game has internal settings, external skills, exercise skills, mental methods, five elements, overpowering, qi, change moves, injured parts, forward training and so on. Not to mention the first time Play, many people have played for an hour, and they haven't understood what is going on.

But once you find the doorway after studying it, you will feel that this combat system is just a genius!

In fact, in Zhong Ming's previous life, "Taigo Painting Volume" hit many people's faces.

Especially the faces of those domestic game companies who claim to be senior producers!

Before the "Taiwu Epic" was launched, there were many large-scale production games from large companies, all claiming to have built a complete river and lake, claiming that players can enjoy the joy and hatred of their own games, however, players do not buy .

It is "Taigo Painting Volume". This so-called independent game is completely unknown in the eyes of many insiders. Instead, it has gained both sales and word of mouth.

Many large companies and productions claim to have made rivers and lakes, but the actual core is still inseparable from "liver" and "氪", so players can easily see that this is just a piece of rivers and lakes. .

It claims to have a research and development team with hundreds of people, investing more than 100 million yuan, and the game made as a result is not as fun as an independent game developed by only three people.

Not optimistic about the gameplay of "Taigo Painting Volume", I think that players cannot accept such a high learning cost and such a complicated game system. However, they accept, not only accept, but also willing to pay for it!

Therefore, if Zhong Ming's previous "Taogo Eiju" proved what it is, it is one thing to prove: there are no certain rules and insurmountable iron laws for making a game. The ultimate purpose of the game is still brought to the player. They have fun. As long as you make a fun game with sincerity, you will surely be loved by players!

Therefore, Zhong Ming made "Taiwu Painting Volume" the first game of Weiguang Studio at the beginning of the new year, and was very confident about it!

...

meeting room.

Zhong Ming briefly introduced some basic gameplay of "Taiwu Painting Volume", including NPC system, big map exploration, combat system, professional system and so on.

Every system is very complicated!

Although Zhong Ming has spoken as easily as possible and easy to understand, many people frown frequently.

For example, the character attribute interface.

Just the basic attributes, there are eleven attributes such as title, identity, affiliation, position, reputation, favor, etc., as well as six main attributes such as physique and root bone, and six defense attributes such as body protection and internal interest. There are character characteristics, seven-element futility, and so on. There are so many character attributes alone, and each attribute has a special meaning behind it.

In other words, there are as many as thirty or forty concepts on this single page that require players to understand.

Many concepts, such as reputation, seem to be easier to understand, but in fact what effect this attribute can have in the game, you have to learn it carefully before you can know.

As for other attributes, such as the seven-character attribute, it is likely that many people will not understand even after reading the introduction.

Many people see this interface of character attributes, and the first reaction is, chaos! Too many things!

It's not like a game, it's like a large table, full of text and data, and it's a bit of a headache.

What's more, this is just a small system in a large system.

In the system of characters alone, in addition to the attributes of characters, there are several tabs such as props, packages, craftsmanship, and exercises. The content of each tab is quite complicated!

This is more desperate.

These people of the project, just like listening to the lecture, all frowned, listening desperately, for fear of missing something.

Especially Fu Xing'an and Jia Jia, both of them are world architects and one is a numerical designer. They must fully understand and understand the set of things that Zhong Ming talks about, otherwise they cannot guide the program to do it, so Tremendous stress.

Fu Xing'an probably thought that he might not remember many things, and he opened the bracelet and took notes on it.

However, while many people listened carefully, they felt a sense of despair.

Does this really work?

We do n’t understand it ourselves, and we still expect players to understand it? ?

However, strictly speaking, the content of this game is indeed very rich.

After listening to Zhong Ming's explanation, most people believed that the game is indeed rich in content, and even too rich.

Even this game is strictly speaking ~ www.readwn.com ~ can be said to be a sandbox, it can also be said to be a roguelike game, and also integrates text adventure, character development and other elements.

Of course, many players and even game media continue to dilute the definition of sandbox. In the narrow sense, sandbox games need to have both "sand" and "box". "Sand" means that players can freely create and rewrite content in the game. "Box" means that players can play freely within a certain range, which is often a large range.

But later, because the concept of sandbox games became more famous, there was a certain degree of dilution. Later, sandbox games in a broad sense became synonymous with open world games.

"Taigo Painting Volume" is barely a sandbox in a broad sense. It is called a sandbox only for the better understanding of players. In fact, it is a standard roguelike game. It has all the basic characteristics of generating roguelike games such as random, plot one-way, irreparable, non-linear game, simple picture, complex gameplay and so on.

Of course, it doesn't matter what kind of game the game belongs to, what it's called. Tagging games is just to allow players to better target this category to find their favorite games.

Whether you can really succeed depends on the quality of the game itself.

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