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The first thousand two hundred and forty-six chapters distinguish the core concept of tradition

It is naturally difficult to simply describe the detailed gameplay of "Death Stranding" and the detailed content.

Simply put, for games that are driven by "Mario Kart", "Portway" and "Super Mario: Made".

"Death Stranding" is quite special.

Because whether it is a game like "Portway", Mario Kart" and "Super Mario: Manufacturing", one of the game design concepts is based on the core gameplay, and then the gameplay is deeply explored to extend the exquisite design.

Then put the gameplay on the plot and set the theme.

For "Death Stranding", based on the game's plot and settings, it extends the corresponding gameplay and enriches the entire world's system.

Just like the design concept of games like Red Dead Redemption and GTA is similar.

I want to tell a story and then revolve around this script story, thus shaping a real open world.

This is why it is different from other open world games. If players play "GTA", once they enter the main mission, they will find that after opening the map, some other signs in the entire Los Santo Capital will disappear.

Players seem to be unable to do anything except the main task plot on the map, and some out-of-standard actions will directly cause the task to fail.

Because from a certain perspective, the main core point of games like "GTA" is not openness, but the world.

The same is true for "Death Stranding", because Hideo Kojima's persistence in movies, "Death Stranding" is also a very obvious movie-style immersive game, just like "Metal Equipment: Phantom Pain".

Similarly, Yang Chen had studied the movies at the beginning, and from some perspectives, he could understand some of the contents of Hideo Kojima in "Death Stranding".

However, "Death Stranding" can never be made into a movie.

Because its core lies in interaction.

And movies cannot allow viewers to experience this kind of interaction.

But the game can.

"Death Stranding" is actually more like a pioneer, opening up the game in a new direction.

In the past, when games expressed their plot ideas in games, they usually used the game's pictures or plots, while "Death Stranding" used the game's unique "interaction" characteristics to achieve expression.

From these perspectives, it is like R Star who persists in creating an open world in order to show an excellent script story.

The same is true for Death Stranding.

"Mr. Yang, isn't this gameplay setting a little too risky?" Lin Jiayi asked Yang Chen in the conference room of Xingyun Games.

There is no complete understanding of the background and worldview of the entire game.

But Yang Chen also talked about the core of the game's content gameplay.

That is to cooperate with the artistic conception of the game, and to be online weakly, just like players can see other players’ messages in "Dark Souls" and "Blood Source Curse".

Let players feel the link between people, thus matching it with a plot of "Death Stranding".

The player plays Sam in the game, and his profession is the courier.

It is precisely this profession that can better justify itself and have a responsibility to link.

But according to Yang Chen's gameplay, Lin Jiayi felt that it was completely different from traditional games.

That is the arrangement of game nodes in the game, which is completely different from the traditional game concept.

"Nodes are not the focus. A plot, setting, and concept of "Death Stranding" is destined to be a game where the process is greater than the feedback from nodes." Yang Chen understood Lin Jiayi's meaning and shook his head gently and said.

It is also because of this setting that "Death Stranding" in Dream Memory has been controversial.

Most games usually place core content on nodes.

For example, "The Witcher: Wild Hunter" and "Red Dead Redemption: Redemption".

The content of these games basically follows a principle from point A to point B.

Point A triggers the plot, point B conducts the battle ends the plot, or continues to trigger, go to point C.

But there is not much content on the node between A and B.

For example, "The Witcher: Wild Hunter" is about rushing, and "Red Dead Redemption" is about riding a horse.

Of course, there will also be some random tasks on the road, but more of them are just for enrichment.

The more special one is "The Legend of Zelda: Breath of the Wild", because there will be various unexpected discoveries from maps such as point A to point B, but in essence, it is just the content of this unexpected discovery as small nodes scattered on the map.

This is the node content of traditional games.

"Death Stranding" is similar to games like "European Truck Simulation".

Put the experience and experience of the game on the middle distance.

The process from point A to point B is the core game experience. How to rush the road, the hard work and hard work during the journey are the core.

The plot and CG animation triggered by point A from point A are the rewards that Hideo Kojima gives to players in the game.

Music during the journey, etc. are similar to rewards for getting equipment after completing tasks.

At the same time, in order to enhance the core experience of rushing in the middle, there are many systems in the game.

The most important mechanism is management.

Just like the first generation of "Resident Evil" developed by Yang Chen, players operate Lyons in the game, but their backpacks are very limited and they need to choose materials.

Whether it is a bullet or a medical product, this is management.

In "Death Stranding", Sam is also needed to manage express delivery, and delivery vehicles.

Weight bearing, balance, risky highlands of routes, ways to transport goods, including battles with Meer people, and battles with BT.

It can be said that how to manage it is a core of "Death Stranding".

"It's different from the mainstream game system, so try to see if it can be broken." Yang Chen looked at Lin Jiayi and stretched.

No game can be perfect.

Yang Chen has a deep understanding of this.

"Death Stranding" is far from being able to do it, "GTA" cannot do it, "Super Mario: Odyssey" cannot do it, and "The Legend of Zelda: Breath of the Wild" cannot do it.

For Yang Chen, he should give every game the most perfect appearance as much as possible, which is what he wants to do.
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