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After this review was released, the content in it caused an enthusiastic response from many players.
Although there are some people who find Arrados quite boring because they don't like these kinds of games by nature, such comments are so rare that they are almost negligible. Most players were attracted by the introduction inside. Since all the new additions to Infinite Time and Space are direct updates to the expansion, there are almost no closed beta programs, and all of them are direct open betas. Of course, there was a real "internal test" before, which was mainly participated by testers and a number of invited players from related industries.
This part of the test itself is relatively short, and there is not much open content, so many of the game's in-depth content has not been tested much, mainly for the mainstream gameplay to be displayed and tested.
And in fact, the results are good.
One of the major characteristics of Xingze's online games is that they are very meticulous in some basic projects, and they are never afraid to spend more time. The overall art atmosphere of "Wild Soul" is atmospheric and bright, and the art department has disputed the style of the game, arguing whether the style is better to be gorgeous or brighter. If it is a little more gorgeous, it can be matched with some more lively and cute architectural shapes, which is more attractive to girls to play. But if it's a little brighter, it will also make the player feel a little more open when playing - the color tone of the game itself still affects the player's perception very much.
The gameplay of Desolate Soul is mainly about hunting, gathering and building. Players can hunt a wide variety of creatures and get access to a wide variety of materials. All materials can be donated in various tribes, towns or cities, or you can make your own props for your needs, which is very free.
The most taboo thing about collecting games as a selling point is that there are too many types of materials and insufficient warehouses. Games such as Guild Wars 2 or Final Fantasy Online have solved this problem by additionally adding a large dedicated warehouse for all materials and setting a high stackable limit.
However, there are too many types of materials for the desolate spirit, and the process of collecting them is quite complicated. Maps of the same level with different numbers can be farmed with completely different materials. In addition, due to the substitutability of various materials, many players do not necessarily have to farm all kinds of materials.
In this case, it is clearly not appropriate to learn games such as FF14.
At this point, "Desolate Soul" chose a different design. Players can donate all the materials they don't need to the local villages and towns, and the system will convert all the items into regional contribution points, and then players can use the contribution points to exchange for materials produced in the region in the area, and the price is only about 5% higher than the original price.
At the same time, because many materials can be made into various props, players do not need to deliberately pile up a large number of materials, and often have three or four materials in hand to make seven or eight kinds of props, which is very convenient.
Rookie players are actually easy to suddenly give up the game for various reasons, such as card experience, mission faults, packages that are too small, too many deaths, and mission mini-bosses can't get by...... Therefore, under normal circumstances, most game design focuses on the design of the difficulty curve - neither too difficult and so that the player loses the patience of the game, nor too easy for the player to find the fun of the challenge. It is best to have a certain amount of undulating curves in this curve, so that different forms of gameplay are staggered, keeping the player's freshness while making them sometimes nervous and sometimes relaxed.
"Desolate Soul" maintains the consistent style of "Infinite Time and Space" in this regard, that is, high freedom and high selectivity, but it has also improved. One of the most important improvements is the re-opening of tasks. In "Desolate Soul", except for the guide quest, all other quests appear regularly and can be completed repeatedly.
For example, there is currently a task where the condition is to kill a boss, and the player doesn't even have to accept the task, as long as the boss is killed, the task will be completed directly, and then go to the corresponding NPC to receive the reward.
This format greatly reduces the chance that the player may encounter a game block, and also makes the whole game easier and more free.
As the settings of "Wild Soul" were released one by one, and screenshots were displayed one by one, more players began to pour into the game. Of course, there are also players who are itchy, but there is no way to join the open beta - the player base of "Infinite Time and Space" is quite amazing, but due to the setting of "crossing" and the rule of one person, one person, a large number of players are tied to the original world, with a variety of NPCs or content that is currently being tackled, and they are reluctant to change the world.
In fact, there is a phenomenon in the game circle now, that is, "Infinite Time and Space" is jokingly called a game black hole by many people. Its player stickiness is really strong, and as long as you enter this game, few players will be able to get out of the pit. Among them, even if there is a flow, it is mostly from one server version to another, and the probability of backflow is also very high.
Each version of the Infinite Spacetime expansion has a completely different design style. In terms of new expansions, the biggest amount of work is actually for copywriters and artists, because the main system of the game itself uses the same system, and the technical department does not need to completely redesign from the ground up, except for comprehensive upgrades and some detailed adjustments to the expansion.
But the copywriting and art are new designs from scratch. Each world in Infinite Time has a unique style that makes you see the difference at a glance. This gap is the direct source of the "sense of crossing". There's nothing better than a direct visual impact to show the difference. In terms of copywriting, the planners have also made very fine improvements to each style, using many small events and customs to build a world full of realism little by little.
For example, there are all kinds of small rumors in "Wild Soul". The novice map that Lin Shu was refreshed to has a string of small hot springs in the shape of a line distributed in the southern part of the large map, and these hot springs carry a legend in the mouths of the NPCs, saying that the god of fire once fell in love with the god of water and chased her through this land. The god of water hid underground and fled quickly, and the god of fire tried to track her step by step, stepping on the steps of the god of water...... Then there appeared on the ground strings of steaming hot springs, all of which were the footprints of the god of fire.
There are also various legends.
Some of them will implement the plot, and most of them may not, because many legendary characters are already in a state of "death" in the setting. However, since "Infinite Time and Space" develops the plot independently according to the conditions and the player's behavior, many plot developments are not certain.
In "Desolate Soul", as long as certain conditions are met, it is still possible to resurrect some legendary characters who have "died". It's just that the conditions for the resurrection are harsh, and there are also limits on the number and time.
Such a detailed plot design makes many players feel the intention of making zuò square. And because "Wild Soul" is not as hurried as the previous world this time, the planners also have plenty of time to refine the game's plot, and this time the plot is obviously much richer, more detailed and more touching than before.
The various god settings and god plots have made many players very amazed, and even caused heated discussions.
After that, Lin Shu participated in the open beta of "Desolate Soul" for a long time, and also paid attention to the discussions and discussions on the Internet from time to time, and found that the popularity of this version in all aspects was higher than the original versions. It's just that some people complain that the costume style of "Desolate" is not as beautiful and elaborate as the previous versions.
It's something that can't be helped. However, Lin Shu still took some time, and PO some of the more beautiful clothing matches of this level in this version on the official forum and his Weibo.
I saw Dongjun on Weibo, wearing a white fur coat and a white Chinese robe underneath, the overall design is a bit like Sesshomaru, but both the clothes and hairstyle are a little more complicated than Sesshomaru, and it looks very handsome.
At the moment, it led to a large number of retweets.
Lin Shu already has a lot of fans, but since his identity and image were exposed, the number of fans has begun to grow like a demon, and he is very active. It's a pity that he almost never posts selfies on Weibo, which makes many fans lament that he wasted his face in vain.
But even if there is no selfie, Lin Shu's Weibo content is very eye-catching. Because he will forward some domestic and foreign science and technology news that he pays attention to on Weibo, and will post some internal news of Xingze Xingying, including on-set tidbits, technical department oolongs, game gossip and so on.
The Weibo of general public figures, after paying attention to it, everyone will shout that it is cute and cute; Lin Shu's Weibo, after fans pay attention to it, they will find all kinds of insights from time to time.
Lin Shu took a selfie, which is really a rare thing, even if it is just a selfie of the game character.
So on this day, many people were very excited when they refreshed and found that there were six more sets of Dongjun's selfies on Weibo. Lin Shufa's six sets of costumes are actually not ideal results, because the materials he collects are limited, and the material list of different materials is also different, and the details are not so perfect.
However, the costumes that most players are wearing now are already very beautiful. At the moment, people who didn't know asked Lin Shu which version of the costume this was, and those who knew began to ask Lin Shu how to get the drawings and what materials were used.
Lin Shu chose a reply and answered.
And this Weibo was frantically started to be forwarded, accompanied by Lin Shu's strategy for making zuò. And with the expansion of influence, other players began to post their own proud costume effects, which caused heated discussions and made related activities a trend.
After this trend was formed, some people slowly began to brush Weibo in the hope that Xingze would release the same physical clothing, and this kind of demand became more and more, and slowly formed a momentum.
But soon after, Lin Shu released the news, saying that all the fur costumes in "Wild Soul" will not be open to production and sales in reality.