Chapter 471: Further Thoughts

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This time the pause was short, just a few seconds. Top Novel,

Jester began to write on the paper again: "Actually, I think that the inability to play the game is the guarantee of the success of this game, and only by making the player think carefully before making every step of the choice, and then have no regrets, can the player be addicted to the repeated game......"

This paragraph doesn't write a lot, Jester just briefly wrote about his experience of playing this game.

Then we began to write about the third feature of Berlin's definition.

"In fact, the third feature has a lot to do with the second feature mentioned earlier, and it can even be said that this is an extension of the second feature on a certain course dù - the irreversibility of the game, and it is not possible to redeem one's choice, character, or other qiē by re-reading the file."

"In most roguelike games, each character only has one life, and the death of one character means that the player will lose that character forever. Whether you're the main character, enemies, objects, or scenes. Even in the eyes of many roguelike players, one of the biggest charms of roguelike is to experience every different death and failure, and do your best to be yourself in the moment. ”

In fact, this is also an interpretation of Jester's personal thoughts on Berlin's definition of the second characteristic, which he has just written.

"The fourth feature is that the game is non-linear."

"The rigor and flexibility of the rules of the game give roguelikes a high degree of freedom, and players can use their imagination to achieve whatever they want to do, or make sense. Or bizarrely, the purpose is only to solve the problems they encounter in the game. ”

After writing about this feature, Jester didn't pause, because he felt that he didn't have a point of view that he could add to this feature, which has been made very clear, nonlinearity, in other words, is degrees of freedom, and degrees of freedom will be a development direction for all games in the future.

Of course, it cannot be ruled out that some game companies do not like plots with too much freedom.

Because they always want to be in control.

It is impossible to say who is right and who is wrong. However, it can be seen from the global sales of GTA5 that are close to 50 million on all platforms, and the future gamers will love games with a real high degree of freedom that is incomparable to other types of games.

"The fifth characteristic is the simplicity of the picture."

"Rogue, the originator of roguelikes, is widely regarded as one of the first adventure games to have a graphical interface, albeit an overly abstract 'graphical interface'. However, many roguelike games, out of homage to rogue, will directly use ASCII characters to represent the game screen, and even more so, many games have the same name for the protagonist——。 ”

"Of course. I'm not going to do that, but it's not realistic to want to make the graphics flashy now, and the original graphics of Runestone Guardian are in the style of pixel games of this era. Whether it is in terms of style or gameplay, it will not look too advanced in this era, nor will it be too difficult to accept. Or rather, it's hard to complete. ”

Then there is the last of the six characteristics that Berlin has defined.

It is also one of the most important characteristics of whether this game can be successful, to be precise, it must be on a certain level. Adapting this feature.

"One of the features of the final Berlin definition is the complexity of the system."

"Because this kind of game was born from desktop adventure games, and it can even be said that they are the ancestors of DNDPC games, so, the complexity of the rules and the system at the time of setting is a big part of this kind of game, which is not a disadvantage for those players who really like this kind of game, but there are too few players of this kind, compared to the vast majority of players, for players who can accept this complex system, these people are basically negligible."

"A lot of people are always saying that complexity allows more people to immerse themselves and play."

"Actually, it's complete nonsense."

"Whether it's a high-forcing game on DND, such as Baldur's Gate, or Requiem for Outsideland, these games have really high ratings and really good reputations, and those who can play them praise these games as masterpieces, but how many people have played them?"

"Another example is Magic, and as a result, to promote the card game, doesn't it depend on Hearthstone that is brainless by these Magic players?"

"It's like what Nintendo thought when designing the game, the first important thing about the game is simple, interesting and fun, the second thing is simple, interesting and fun, and the third thing is simple, interesting and fun.

Jester felt that there was a lot more to say, but it was obviously not appropriate to write all of them on such an IQ about how Runestine Guardian was designed, so he stopped writing and continued to write on the last point of Berlin's definition.

"The complexity of the rogue itself far exceeds that of any other work of the same period."

"Roguelikes, on the other hand, may include an immeasurable number of elements in a single game, such as geology, climate, and biological distribution, as well as combat systems down to skin, muscle, blood, bones, and fat, and even scars and sequelae after healing from battle damage. In some games, there may be hundreds of causes of death, thousands of creatures, and tens of thousands of items. It can be said that except for roguelike games, there is no traditional game that can have so many elements regardless of the cost. ”

After listing all six points, Jester set them aside, which was a reference when he redesigned, but it was not a guideline that he had to do.

He pulled out a new piece of paper.

In fact, at the beginning of the development of "Rune Guardian", there was no clear project as rogue-lite, and the initial goal was to create a game for intermediate gamers. Mix old-school roguelikes with simple controls, and put resource management and coordinated combat at the heart of the game. And combine the other things to make a game that is as simple and straightforward as possible, informative, easy to pick up and explore the game's inner workings.

In fact, there are a lot of old-school designs in the game, for example, there are many special trap dungeons in the game, and they refer to the levelfeel function in angband, they use the surrounding environment and art resources to remind players that this layer of dungeon is very special, and the 4 shops outside are originally similar to angband; Others include some small stories with a dnd flavor, as well as monsters and monster modifier attributes, skill names, and so on. Many veteran gamers are familiar with it.

And it's not all.

To cater for both new and old players, a story mode is provided that is easily accessible to modern players, and two endless modes and an abyss mode are also provided for challenge and core orientation.

In Jester's view, whether it is the endless mode or the abyss mode, it comes from the idea of building a ladder proposed by Blizzard in the Dark series, especially after the emergence of Battle.net, in order to allow players to repeat the game. Of course, it is also inevitable to understand and revise a certain process.

"Resources."

Jester changed another piece of paper, at the beginning of this paper. Wrote these two words.

A game, especially an RPG, is still an RPG despite being a makeover. One of the most indispensable things in this kind of game is resources.

So what about the resources in the game?

The easiest. Billy said that he could buy supplies or money for potions or equipment.

However, the role of resources in the game is not limited to this.

And what are the resources in the game "Runestone Guardian"? Jester wrote carefully on the paper from his memory.

"The resources contained in the Rune Guardian itself include souls, experience and magic, as well as a set of equipment systems and god worship systems, and these resources all revolve around a core: exploration, exploration can obtain souls, can find props and monsters, and some ground auxiliary mechanisms, most of the player's magic comes from the monsters carrying magic on the map, this design is not particularly common."

"But because the core of the rune stone is mentioned above, it is relatively successful to work in this combination. If the player needs to use props, then most of the soul comes from exploration, and a small part comes from killing monsters, killing monsters can provide enough experience for players to level up, and when the moment of leveling, all the player's states are restored, which is a very important way to play. ”

"With the Heart of Life discovered by exploration, and the setting that the Heart of Life will increase the upper limit at full health, players will be more interesting when making decisions, and the combination of props with different effects in the dungeon is also to improve the player's fun efficiency in the game."

At this point, Jester stopped, and he felt that he was almost done.

Actually, the game "Runestone Guardian" didn't need to be designed with so much effort, because it was just a small game anyway.

Jester's reason for doing this.

It's because this kind of randomness is closely related to the birth of a game that he said before.

This game is Diablo. (A good event for pie in the sky, cool mobile phones are waiting for you!) Follow from ~ point / official account (WeChat add friends - add official account - enter dd), participate now! Everyone has a prize, now pay attention to the dd WeChat public account! (To be continued......)