Chapter 327: The Sword Spirit is about to be sealed

Like some of the settings in "The Legend of Chivalry" on Earth, Ye Le was very dissatisfied when he was playing. Pen @ fun @ pavilion wWw. biqUgE怂 ļ½‰ļ½Žļ½†ļ½

In important story battles, subsequent developments are usually a given.

The player's role doesn't really matter what they play, and if the subsequent development defaults to the victory of the battle, the player's defeat will end the game.

If the subsequent development defaults to the defeat of the battle, even if the player takes down the enemy through various wandering drugs, they will be easily defeated by the enemy in the subsequent CG animation.

This makes the player irrelevant, believing that the player is not playing the game to get that feeling.

This kind of experience is very unpleasant to say, think about it, when the player is having fun, especially when he is feeling a sense of accomplishment when he has powerful equipment and smooth technology, suddenly a plot comes.

You can't do anything on your own, you can only watch it, get killed like a wreck, and then be ridiculed by the villain for some reason.

In the end, the villain waved his sleeves and walked away, but the player must be unhappy!

Isn't it just a more powerful villain? It's kind of a one-on-one confrontation with me! Whoever kills the deer, it's really not necessarily!

Therefore, in Ye Le's heart, a perfect RPG game should try to make different feedback on the player's different actions in a timely manner, rather than inexplicably making an inoperable plot.

Anyway, let the player try to fight, it's a big deal to enhance the villain in the plot a little, and you can also achieve the desired effect!

Similarly, just as DNF is divided into multiple grades from SSS to F, and Yogsaron has several different ways to challenge, it can be detected and differentiated by some specific indicators to distinguish the player's achievement of a certain goal, so as to give different feedback, which can also bring players a rich game experience.

You can make the villain disappear when he shows his face, or tell the story of the villain and the events that happened at a certain time by drawing an action picture.

In the plot, an enemy suddenly appeared and gave himself a second with a move.,The key is that you can't hide yourself.,And stupidly say a lot of nonsense.,What's the matter!

The plot of "Sword & Soul" will still be there, but it will also be corrected to take into account such factors, and some plots will be changed to appear after the player defeats the villain, or to avoid the player from fighting the enemies in the plot.

Of course, Ye Le will still let players experience this plot as much as possible and fight against the villain.

There are three settings for the fight, one is the enemy's one-sided instant kill player.

One is out of the needs of the story, and the player defeats the enemy through the plot.

The last one is to give the player room to give full play, so obviously damage the enemy, of course, in the end the enemy will definitely go berserk and take away the player, but this is much cooler than looking dry.

At least the player will feel that they can kill him with just a little blood!

Instead of trying to say: Why is there a plot again!

Games are actually surreal experiences, not "hyper-real experiences", but "experiences that cannot be obtained in real life".

People play games largely because they provide experiences that you can't get in the real world.

Identity reconstruction is an important reason why many players invest a lot of energy in creating a virtual identity.

In addition to identity reconstruction, there is another point.

Compared with the reality of "hard work may not be rewarded accordingly", people prefer the clear rules of the game in the game, know what they are working in, and know that they will be rewarded for working in that direction.

It is said that many CS-related practitioners are also more inclined to human-computer interaction and escapism.

And if a game doesn't allow players to find this default logic in it, players will be furious. A foreign paper on behavioral psychology mentioned related experiments, although the subject of the experiment is an orangutan, but in this regard, the player's anger will only be more than that of the orangutan.

Therefore, when it comes to reward settings, be sure to think carefully and arrange rewards that make players feel that "my efforts have not been in vain".

The virtual world presented by the game is also a very key point that attracts countless players to indulge in it.

In the same way that players like to read all kinds of novels and watch various anime, TV series and movies, players always have a great interest in experiencing a new world.

What sets games apart from these works of art is that games allow players to truly enter and interact with the world.

Think back to the shock you felt when you first entered a massive 3D game, a whole world!

It's unparalleled wonderful!

However, the immersive experience of a complete virtual world is very difficult to create, it requires the designer to take into account and express all the details of the virtual world, and the most common carrier to convey the detailed information of the world is the task.

Quests must appear when the player has a subjective desire to explore things in the game world in order to effectively convey information.

If the player takes the initiative to take the mission for the purpose of leveling up/equipment, then the mission text is useless no matter how well it is written.

At the same time, it is necessary to prevent the atmosphere created by hard work from being ruined by various factors, including language, behavior, etc.

For example, for many players (including Ye Le), it is difficult to use terms that are close to the game style, and players are more inclined to use cuts such as "DPS" and "BOSS", which is a term that destroys the sense of immersion

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And the scene of T, milk, DPS team structure and even dozens of people beating a humanoid boss in a martial arts game like "Sword Network III" is obviously a behavioral factor destruction, although this setting has success in other aspects, but it is definitely a failure in creating an atmosphere.

Therefore, under the combined effect of players and producers, the creation of the so-called virtual world is not so serious, and in order to cater to most players, immersion has become the first indicator to be abandoned.

Probabilistic events don't really need to be explained in a lot of words, and the gambling mechanism itself is addictive.

However, it is important to note that gambling should be placed in repeatable game content that the player can freely choose, and not in a one-time event such as leveling up to obtain stat points, otherwise it will give the player a very bad feeling.

Social is the biggest difference between MMOs and single-player, and it is currently the main direction of many games.

I can't make up my mind about whether the biggest difference between online games and stand-alone games is social networking, so we should emphasize social networking.

Discovery is actually similar to immersion, allowing players to constantly discover new content and satisfy their curiosity.

At the same time, there is content that can be hidden a little and leave clues, which can create a sense of surprise when the player suddenly discovers something new after a certain level of observation.

After combining all this, on April 23, 2018, this game with the Chinese name "Sword and Soul" and the English name "Blade &Soul" was finally officially born, and the next step is the long-awaited closed beta stage!!