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Chapter 463 Meaning Party

As players continue to advance in the game in "Dark Souls", more and more complaining posts and news appear online.

Obviously, many players came here after hearing the name of "Dark Souls", and were abused and autistic.

At the beginning, I was inflating my confidence. Looking at the videos on the video website and the scenes of the anchor being abused in the live broadcast room, I felt that if I didn’t say anything about it, I would definitely be much awesome than others.

But after they bought the game and entered, they felt the malicious intentions of Nebula Games.

And this type of player is often players who have never played "Second Wolf: Shadow Fall" before.

Just like the original "Second Wolf: Shadow Falls Two", a large number of players began to discuss whether the difficulty in "Dark Souls" is reasonable.

And with the speed of some masters pushing pictures, various strategies have also appeared on forums such as websites and communities.

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

What makes players feel the most different in the game is the rpg cultivation element introduced by "Dark Souls".

Although this is also found in "Second Wolf: Shadow Falls Two", it is obviously more important in "Dark Souls".

At the same time, in "Dark Souls", the combat system of "Dark Souls" has been much more complicated because of the addition of various weapons. This complexity is not the numerical research that makes players feel their head pain, but the actual feeling that can really allow players to experience it.

For example, the attack distance of a weapon, and the effect performance of different weapons in action frames during attack and release.

In addition, players can also collect armor in the game. After wearing armor, players can clearly feel that they have become much fleshy.

It turns out that if the boss doesn’t wear clothes, you will be instantly killed. After putting on the armor suit, the boss will need three or four swords to instantly.

This introduction of rpg elements actually brings players a sense of accomplishment.

That's the feeling of keeping getting stronger.

For example, why are there so many players pursuing Speed ​​Pass?

It's obviously already beaten.

Putting aside other aspects, there is no doubt that your sense of accomplishment is becoming stronger and stronger is one of the factors.

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

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

That is to become stronger!

Perhaps in terms of technology, players do not feel that they have become stronger before defeating the enemy, but their intuitive performance in attributes gives players a motivation.

Now I can't beat it, so I might be able to beat it in a little while?

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

At the same time, this is what the meaning party calls “meaning” in the game.

Even if a game is a competitive game that takes tens of minutes to play, it will usually increase data such as level, game points reward unlocking props, ladder ranking scores, and winning rate kda.

Why are these?

There is no doubt that it means to the players.

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

In addition, Yang Chen has done a lot in the game, which is the mechanism for item dropping. It does not drop higher than the single player mode when players need to swipe online, and at the same time, it will no longer allow players with non-capital attributes to repeatedly brush a batch of monsters for several hours.

This is a meaningless thing other than forcing the player's time to force it to extend.

Yang Chen felt that it would be more interesting to let the player face the same group of monsters at the same place and spend an hour or two or even longer to obtain a certain prop at the beginning, and then die dozens of times in the boss's hands and learn how to deal with it.

It is not very rare to extend the player's time with repeated content.

For example, letting players have more choices and multiple endings is actually a setting to extend the player's experience.

But compared to simply killing monsters and then completing the achievement of trophy, Yang Chen felt it was completely unnecessary for a game that mainly uses single player mode.

Therefore, in the game, such as items with low-income rates such as Vow props, Yang Chen did not say that their explosion rate was particularly low.

Instead, on the basis of ordinary things, players face greater challenges.

The difficulty of obtaining should not be just a brush stroke, after all, this is not a brush game.

Challenge and break through yourself are a core point of the "Dark Souls" game.

……………………

Ordinary players are studying "Dark Souls". They are studying the content of the game, and major game manufacturers are undoubtedly studying "Dark Souls", but they are studying why "Dark Souls" can attract so many players.

Because this series was created by Nebula Games?

There is a "Secret Wolf: The Shadow Dies Second" ahead of me that it was a great success?

OK, this is indeed a reason, but it is definitely not the most important one.

If the pioneers must be the most awesome, there will not be so many examples of "reference" games being more popular than the original games.

Moreover, "Dark Souls" is not the sequel to "Second Wolf: Shadow's Second Degree". Both the plot and combat attributes of the game are different from "Second Wolf: Shadow's Second Degree", but why can "Dark Souls" succeed?

Especially after "Second Wolf: The Shadow Dies Second", several first- and second-tier game manufacturers in the industry who also produced similar themes were painstakingly studying where "Dark Souls" was successful.

After "Second Wolf: The Shadow Dies Second", many manufacturers have launched similar and difficult games, but except for some specific games that have been installed on IP, they have barely achieved some results.

The rest did not cause much splash, which also makes people a little doubt whether players were just curious that "Second Wolf: Shadow Fall Two" was so popular. In fact, this high-difficulty hardcore should be a niche game.

Especially the appearance of the latter "The Original Form of Sorrow" seems to verify this statement.

But now, it seems that it is not a niche business.

Because from the perspective of difficulty, "Dark Souls" is even more difficult and a little more malicious than "Second Wolf: Shadow Falls" but players still like it.
Chapter completed!
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