Chapter 858 "Mount and Blade"
In the office, Yang Chen was writing a design manuscript for "Riding and Killing".
As an independent game, "Horse Riding and Killing" has a common distinctive feature with all this type of game.
That is, its gameplay is extremely outstanding, and it can be said to be a game that relies solely on gameplay, and there are many differences between the battle system and interactive design of other games on the market.
This is a game with its own style. There are many types of games in Dream Memory that have referenced the gameplay elements in "Horse Riding and Killing", but just like soul games like "Dark Souls", they have the same nature but they have not surpassed them.
Because this is a unique feature of "Horse Riding and Killing", no matter how the game changes, the most core content is placed there.
Just like the name of the game: riding a horse, chopping and slashing, these are the core elements in the game.
Another point is the combat system in "Horse Riding and Killing".
As an independent game, neither the developer nor the couple have much experience in this area, so it can be said that it is very rough in the game's combat system.
But this roughness, combined with the medieval background of "Horse Riding and Killing", and the action system of hema (European historical martial arts), is just right.
But unlike soul-based games like "Dark Souls", the action system in "Horse Riding and Killing" is also extremely difficult to get started, but it can give players the greatest real immersion.
For example, in "Dark Souls", players master the rules of battle, use these rules of battle to defeat powerful enemies, and gain a full sense of accomplishment. This is the fun of soul-based games.
On the contrary, in "Horse Riding and Killing", the enemy is not the kind of invincible existence that seems to be invincible, they are just ordinary humans. Even though they have the influence of data, most of them are just one or two swords, and the main thing is to rely on the player's personal strength.
This leads to the most realistic feeling that it can give players the most real feeling that if you cut others, you will also cut them by two swords.
If it is an ordinary game, such a setting can be said to be a failure.
Without the enhancement and accomplishment brought by numbers, the mountain climbed by players is not high enough, that is, the enemy is not shaped strong enough, and there is no way for players to experience the pleasure of defeating the enemy through hard work.
But this "failed" action design, when put in "Horse Riding and Killing", is combined with its theme and the most important battlefield, which brings players the most real feeling.
Defeating the enemy is the result feedback point, and this combat system brings more real battlefield feedback.
If you want to win a war, players cannot cut all the enemies and soldiers as background boards in the mowing game.
Even though the player's skills are good, if the force is very different, it is impossible to defeat four hands with two fists. Even if the player's food is anxious, as long as there are enough soldiers, you can win the war.
The second is about the background of the game "Horse Riding and Killing", the background of the medieval overview of the world.
From the beginning, this game did not have any detailed background or story plot, but instead added stories about the Kaladia continent as the game continued to become complete.
Even because of this incompleteness, the historical development process of the Kaladia continent has several versions.
However, this is not important in Yang Chen's opinion, because "Horse Riding and Killing" itself is not a plot-oriented game.
Regarding the characteristics of the troops in the continent of Kaladia and the kingdom, it is not a big problem for Nebula Games.
In addition, Yang Chen did not intend to show the players an orthodox official plot story in "Horse Riding and Killing". At most, it would only present the entire Kaladia continent and various forces on the mainland to players just like the original "Horse Riding and Killing".
As for a detailed story, Yang Chen does not intend to put it in the game body.
However, the detailed battle and story aspects can be displayed to players in the official mod, and it is also to let others understand what the mod in "Horse Riding and Killing" looks like.
…………
After roughly determining one direction of "Riding and Killing", Yang Chen called Wang Ye, Brandon and others into the conference room.
They are going to perform dual-platform versions of VR and PC, and the Brandon team, who has just completed "Spider-Man", is also idle, so they are naturally indispensable this time.
After all, if we talk about the technology developed on the VR platform, it can be said that Brandon and his team are still the first echelon in Nebula games at present.
"Okay, I believe everyone has received the news, so I won't say much nonsense. Let's take a look at the first draft of the design."
Looking at everyone present, Yang Chen didn't care much. The design draft of "Riding and Killing" appeared on the projector intuition.
"Simply put the new game type, medieval-themed games, but the combat system and gameplay system are completely different from the games on the market. The main core is like "Battlefield", the battlefield experience, and it is also a relatively important point, that is, this game will have relatively high open permissions to players, just like "The Elder Scrolls: Skyrim" and "Warcraft", ensuring that players can easily get started and make various mods."
Yang Chen briefly summarized the characteristics of the game "Horse Riding and Killing".
Everyone present was not too surprised by medieval theme games.
A brand new type of game is also a traditional art for their Nebula Games. What surprised everyone is the so-called open authority and battlefield experience shaping.
Unlike modern-themed games like "Battlefield", this type of game wants to create a battlefield atmosphere, more about scene interaction.
For example, explosion effects also have diverse vehicles and modern weapons.
As for the medieval background of "Horse Riding and Killing", if you want to create a battlefield atmosphere, there is obviously only one way: there are many people.
For example, even if there are thirty or forty people in "Battlefield", as long as the scene interaction is done well, such as explosion and scene destruction effects, and combined with the player's resurrection mechanism, the unstoppable gunfire and explosion can create such an effect.
For cold weapons games like "Horse Riding and Killing", it is obviously impossible to rely on the scene interaction. There is only one way, that is, to give enough soldiers on the battlefield.
Secondly, it is open permissions, which obviously refers to mods. There is not much problem on the PC platform, but the mods on the VR platform are open, which is a big problem!
Chapter completed!