Chapter 621: Brush brush? It doesn't exist, it's a game of liver and liver!
After confirming the project of "Monster Hunter", the entire team has basically begun to make a new system.
For example, the damage determination of parts of large creatures is specially used, and the reactions of monsters after the accumulation of damage are required. These are all improvements to the engine.
And what is a bit different from the two suffering games, "Second Wolf: Shadow Falls" and "Dark Souls".
When I first came into contact with Dark Souls, there were a lot of variables.
Unrecognizable maps, various unexpected shortcuts, small monsters and elite monsters that are even harder than bosses, which leads players to feel a very strong malice when facing "Dark Souls" for the first time.
But "Monster Hunter" is different. The perfect early guidance, coupled with the small monsters that are not very weak in the early stage, and the slightly difficult early boss, this leads to the hunters' setbacks in the early game experience, such as "Second Wolf: Shadow Falls" and "Dark Souls", which is like being swung by a sledgehammer.
But this is just the beginning.
For games like "Dark Souls" and "Second Wolf: Shadow Fall Two", after players are proficient and learn about the monster's attack methods through the back panel, the situation is completely different.
Simply put, it means that when the boss sticks out his butt, you will know what he wants to shit.
But it is different in "Monster Hunter". In order to make hunting more realistic, the monster Ai in the game will have a relatively big change, which can deal with some special situations. At the same time, the monster's attack will also be enhanced with the change of its own state. Coupled with the unique environmental interaction mechanism and the new actions added by Ai, players will feel that every hunting is completely different.
Most people know a little about the game "Monster Hunter" and may think that this is a game of brushstrokes.
But this is a big mistake!
A game of brushing and brushing generally refers to repeating for a final goal, and secondly, the process for the goal is also repeated.
For example, in Dream Memory, a game similar to Diablo, without considering experiencing other gameplay and genres, its main fun comes from the grazing monsters, and the joy of exploding ideal equipment after killing the boss.
But the process between the big secret realm and small secret realm is actually very repetitive. How much time can be used to brush the big secret realm without changing the equipment?
"Monster Hunter" is different. Like most games, its main purpose is repeated, all for the purpose of attacking the boss in front of him.
But the intermediate process is completely different.
Just like a series of games including FPS, such as "League of Legends", the main purpose is naturally to win games, but can you say that these games are also gameplay?
Of course, it cannot be, because during the game, the content they enjoy is not repeated, and each game brings a different new experience.
The same is true for "Monster Hunter". Thanks to the special mechanism of the game, the battle process in the game is full of uncertainty. This time you may hit the head hard and perform well, but the next time you may also return to the base three times in a row.
In "Dark Souls" and "Secretly Silent" as long as the players die the most and can understand the boss's every move, they can basically react quickly.
But among the people of "Monster Hunter", even if the players prepare various supplies in advance, various unpredictable situations will occur during the battle, especially this is a game that encourages players to fight together.
When there are no big shots among your teammates, hunting with your friends may be much more difficult than hunting alone.
In addition, dealing with different bosses, special targeting methods are required, such as monsters’ weaknesses, flesh and their attack methods.
If anyone could use backplane operations to fight every boss battle in Monster Hunter.
For such a great master, "Monster Hunter" may have become a game that can be bounced.
But for most ordinary players, how to brush?
It doesn't exist!
This is a game of liver and liver!
It’s better to enjoy every failure and then take a cat car home.
…………
While Yang Chen was setting up the game in "Monster Hunter", he also communicated with Wang Ye and Chen Shu about the content in the game.
In terms of art, there is also the actual impact of the game, including the ecological interaction elements in the game, which are still very important.
There is not much problem with art. Basically, as long as you confirm that it is approved, you can completely hand it over to the outsourcing team for assembly line production, and then receive it and pass it.
Including the game's action design, it can be said that it is not a very critical issue through the production of motion capture materials.
Basically, just make the material and then continuously modify it in the later stage.
What made Chen Shu and Wang Ye and the others relieved was that because of the particularity of the game, they finally didn't have to experience it in person like the production of "Resident Evil" and "Escape".
In addition, there are many details on the above content, such as in the game, different from games like "The Legend of Zelda: Breath of the Wild" and "The Witcher: Wild Hunter", even if players jump from the higher place, they will not be harmed.
Secondly, there are some special settings in the game, such as long-term attacks by hunters' weapons will reduce the taste of slashing. To understand it in detail, it is durability, and it is divided into several levels.
When the slashing smell is too low, when attacking the hard parts of the monster's body, the effect of the bullet knife will also be triggered. Not only will it consume a lot of slashing smell again, it will also cause the player to enter a stagnant state and fall into danger.
If you want to restore the taste of shaving, the hunters must stop and use the grinding stones in the backpack to sharpen the knife to restore.
Various levels of slashing smell show that hunters with obsessive-compulsive disorder want to take out the grinding stones inside their backpacks and sharpen them all.
In addition, there are also settings for teammate attacks. Direct attacks will not cause numerical damage to teammates, but they can inject teammates into a stalemate.
As for whether the teammates who were thrown into a stalemate afterwards can survive from the boss, that is another matter.
In addition, there are some team decisions, and subsequent players maliciously modify data archives, which means the so-called magical skipping class cheating situations that need to be paid attention to.
However, these contents have little to do with the current main game content experience development.
Chapter completed!