Chapter 325: MMORPG
On Earth, when many players think of 3D action online games, some "fast food-style" online games may come to mind. Pen ~ fun ~ pavilion www.biquge.info
The emphasis on "coolness" in these games is to keep you pressed the buttons all the time to boringly hack and slash the "stake" NPCs that barely move.
However, in the development of "Sword and Soul", Ye Le advocated: The enemy should also fight consciously like the player!
It seems to make the game more difficult, but it actually makes the game more fun and challenging.
Almost every player has a heart for challenge, and the sense of accomplishment from defeating those powerful monsters is far higher than defeating those dull monsters.
It's also a difficult game, as long as the difficulty isn't too perverted, then players basically won't refuse.
Isn't playing games just about excitement and self-breakthrough?
Ye Le added a large number of combat routines and AI judgments to the game's NPC and monster modes, and increased the "battle spirit" of monsters.
Therefore, when the player enters the game of Sword & Soul, they will find that the enemy on the opposite side can be very thoughtful to deal with you and attack you with various combinations.
That's right!!!
The "enemies" (NPCs, monsters) in Sword & Soul are so "thoughtful", which makes this game not only "action", but also emphasizes more strategy and skill in combat.
In the battle of "Sword and Soul", the concept of "attack and defense" is very emphasized, and the skill of switching attack and defense is mastered, and the battle situation can be reversed in an instant.
It can also kill the enemy without injury, and there is no such a career positioning as "nurse" in the game, in large-scale dungeon boss battles, each player must have excellent skills to protect themselves while ensuring damage output.
Relying on equipment and drugs is completely unworkable, which is also the new definition that "Sword and Soul" brings to action online games.
In Sword & Soul, every battle is fun and varied, and you'll find that even a miscellaneous soldier in the field has his own "ideas".
They have a variety of fighting skills, your swordsmanship may be blocked, your qigong bullets may be bounced, and your ultimates will be dodged...... Just when you think the other party is about to hang up, he suddenly summons a few more brothers.
It looks like a game developer like Ye Le is "spoofing" players but it's not.
These scenes happen from time to time in the game, so in Sword & Soul, if you follow the traditional online game style of playing and take drugs and blood, then you will fight every battle very tiring and long.
And if you carefully study the combat characteristics of each class, lure the enemy to reveal a flawed moment, and use combos to deal a fatal blow to the opponent, maybe it will only take a few seconds to end a battle.
This kind of exhilaration, which must be unprecedented, is also the charm of Sword and Soul combat.
In Sword & Soul, each class has its own combat routines, and the moves are ever-changing.
For example, at the beginning of the game, the skill set with "blocking" as the core emphasizes defensive counterattacks and steady play.
In the later stage, you can become a ranged suppression class by improving "Edgeworthiness".
In the early days, professional boxers who relied on counterattacks and continuous skills as their main tactics also relied on the super control skill of "point point", which can play an important role in solo combat and multi-person teamwork.
Therefore, there is no static routine in Sword and Soul, and through skill enhancement and combination, players can play a set of tactics that suit their own style.
Suffice it to say, Blade & Soul is a very special game, Sword & Soul blends fighting game concepts with MMORPGs, and we hope that this innovation will break the shackles of existing MMORPG mindsets and pave the way for a new generation of MMORPGs.
Secondly, think about it, what are all MMORPGs playing?
That's right, it's "social"!
Social networking is the core value of online games, and all other problems can be solved with a single machine.
Social networking is the dragon slaying knife of online games, and it wins the world.
MMORPG, in layman's terms, is massively multiplayer online role-playing, and it is also a branch of RPG.
An MMORPG first makes the players who enter the game unified under a value system, for example, a knife is better than a B sword, for example, the higher the ladder, the more awesome people are, for example, the whole body of gold must be a local tyrant and so on.
It is only under this unified set of values that the social design of the MMO will come into play.
At this time, the players' communication, exchange, contention, etc., are clear and basically consistent.
This means, even from a chatting point of view, that you basically find a good chat friend who "shares common topics, hobbies, and values" - and that's the kind of chat friend that is used in almost the entire game - think about how you feel when you run into a stranger who is playing the same game as you.
That's the core of MMORPGs. It's not just a game, it's not just social, it's based on the sociality of the virtual world values given by the game.
So Ye Le is very clear and understands this, to be a good MMO, the first thing is to establish the values of the virtual world designed by the game company.
MMORPG games are inherently highly demonstrative, and if they are 3D replacement equipment, they will greatly change the image.
Especially a 3DMMORPG game with extremely delicate graphics like Sword & Soul.
No matter what you wear, how you swim in the virtual world, there are many people who can see your personality image in 360 degrees, which can greatly satisfy the player's heart to show themselves.
This is something that is difficult to do with other platformers.
In the past life, someone has summarized the difference between Chinese and foreign players' pursuit of games.
European and American players pay more attention to the experience of the game process, while Chinese players pay more attention to the sense of achievement brought by the results.
This distinction is exactly the same even in this world.
Therefore, how to bring better feedback to players for strength verification is very worthy of Ye Le's in-depth thinking.
Growth can be divided into high strategic growth and low strategic growth, in which high strategic growth has great changes to players' game experience and operation, which can make players feel the growth obviously, while low strategic growth does not bring obvious changes in game experience.
The core fun of RPG games is that players can improve their abilities and wealth by making their characters enjoyable through the process of making themselves happy.
The process of making yourself happy is the experience of the game process, and the improvement of character ability and wealth is the experience of the value of game behavior, and the combination of the two forms a complete game experience.........
PS: Comrades, there is another game after Sword Spirit. Kneel down and ask for everyone's suggestions!!