Chapter 632: Action Game
In fact, judging from the rapid rise of the "God of War" series, this kind of experiential action game is indeed flawless, so for newcomers to making action games, this is the absolute best solution. For example, if you make a game with multiple protagonists and multiple weapons, do a good job of basic movements, sense of blows, etc., and then try to make the experience gap between each protagonist or weapon as large as possible under reasonable circumstances, then in the end this must be a good game. There are very few difficulties in this kind of game: action design, feel adjustment, how to make different characters and weapons.
In fact, a later domestic ACT game, called "The Legend of the Heavenly Demon", is in this style.
When they were promoting, they were blowing that it was a domestic Devil May Cry, and looking at the demonstration, it seems that all kinds of floating combos are also very similar to Devil May Cry, but this is only a superficial phenomenon.
At the heart of this game is this experiential action game.
The action design is simple, and the combat experience does not have the feel of Devil May Cry and Ninja Dragon at all, but you will continue to have this combat experience between different characters and different characters, and each character, each weapon, is a different experience, and this different experience is the biggest selling point of this game.
There is also an action game called an action game with corresponding rules.
How should this type of game be understood?
It's actually quite simple.
Different weapons or protagonists not only have a very different experience, but also form a correspondence with different enemies and bosses. When playing this type of game, players need to think: "When this enemy appears, what will I use to hit him most efficiently".
Actually, this is the first type of evolution.
With this change added, it will make the game more "fun".
But there are pros and cons to this approach. It's more fun, but if you have to think too much about the battle, you won't be able to fully concentrate on the action. It is necessary to grasp the degree of thinking and the corresponding intensity, which is a great test of the designer's skills.
Let's take an example.
Devil May Cry 3 and New Devil May Cry are both of this genre.
But why the former was so successful. And what about the latter, whether in word-of-mouth or sales?
The difference is in the "level design".
For action games, the essence of the so-called "level design" is really mainly the arrangement of enemies.
Let's take a look at New Devil May Cry.
It's a complete antithesis of an action game.
Playing small creeps requires a variety of weapon changes, and the strong correspondence greatly reduces the excitement of the game; Most of the boss fighting has nothing to do with weapons, so that players don't know what the main idea is in this game dominated by various weapons; A single creep battle is filled with two or more strong counterparts, which is simply outrageous; The mini-boss can adjust the corresponding rhythm, but there are too many mini-bosses......
The shortcomings are almost countless, and on the other hand, "Devil May Cry 3" is not the case at all.
For example, the creeps at the bottom have almost no counterpart; Mini-bosses generate correspondence; The boss at the end of the level is very good to fight with the right weapon. This is a step-by-step process, and here we can actually see that the rules correspond to the difficulty of action games, that is, on the basis of experiential action games, two more points are added.
First, it is a reasonable design correspondence rule. The simplest example: you can't let a fire-type weapon neutralize a water-type enemy, right? Second, reasonable level flow design. How to meet the four important steps of acquisition, familiarization, reinforcement and development.
And the last type.
It's an action-oriented action game, which is almost the most difficult type of action game to design.
At first glance, this kind of game looks like an action game! For example, on low difficulty. It's just a random fight, just take care of the coolness. However, at the high difficulty points, it is found that this kind of game is actually a time and space correspondence between your moves and the enemy's moves, and the player considers "what moves I use when the enemy uses" or "what moves I use to achieve the highest efficiency per unit of time".
Currently recognized in the world, the pinnacle of several ACT games. "Devil May Cry 1", "Devil May Cry 4", and "Ninja Dragon 2" all belong to such a genre.
The action correspondence is the highest grade on the action system, and the most difficult. The start time, hitstun time, interruption timing, attack frame size, knockback distance, etc., are all very particular about each move.
This action corresponds to a well-formed, reliable theory of the design method, even in the future. There may be only one person in the world who has CAPCOM's action design team plus sulfuric acid face...... Because they have just the right grasp of this thing in each game. Devil May Cry 1 and 4 are purely action counterparts, so at the time it was said that Generation 4 was a work that returned to Generation 1.
As the name suggests, the difficulty of the game system lies in the reasonable design of the corresponding rules of the action.
For designers who want to make this kind of game, you can only deduct every frame of every action, there is no shortcut, you can only continue to accumulate experience in this kind of game, for example, you have to play a lot of action games, and you have to understand the meaning of action very well.
There are actually many such examples, for example, because two players played "God of War 3" perfectly, after the video screen was seen by the people of Santa Monica Studio, Santa Monica Studio directly sent an invitation to these two players, and these two players really got a job from Santa Monica Studio, which can be regarded as a good story between game developers and players.
Don't think that there are few such examples.
It's not a lot, but in the future of gaming, there are still a lot of things like that.
For example, one of the most famous, veteran players who have played "World of Warcraft", may know that in the "World of Warcraft" in the sixties, there is a very famous item, which will only be dropped in the hammer of doom, if you get this item, you can go to a quest, kill the black dragon princess, and after completing this task, the tasker will get a weapon that was a symbol of the warrior T at the time, Quirsella.
And this weapon was the symbol of the warrior T at that time, basically depending on the level of a guild, it only needs to see if they MT is carrying Quirsera on their backs.
This item is called "Flor's Compendium of Dragon Slaying Techniques".
Maybe many people were curious at that time, who was this Flor? Is there a legendary hero in the history of World of Warcraft?
However, after looking through the history of Warcraft, some people couldn't find such a character anyway, and they wondered at the time, who is this thing? Of course, someone later solved the mystery.
This Flor was actually a designer of "World of Warcraft" at the time, and Flor was not his real name, but his game ID, not even his ID in World of Warcraft, but his ID in another similar game, "Endless Quest", the pioneer of "World of Warcraft", is also an ID in EQ.
This ID is very prominent in EQ, a bit similar to the Kungo in the sixties and seventies in World of Warcraft.
At that time, almost all of the dungeon bosses and wild bosses killed by EQ were killed by the same guild, and the president of this guild was called Flor.
It is for this reason that Blizzard recruited it to its command to design World of Warcraft, and something extremely narcissistic like "Flor's Compendium of Dragon Slaying Techniques" came into being in the game.
Straight to the point.
Again, about the design of action games.
In fact, in the future, the game is more comprehensive, there is no particularly simple type of game, but each type is aimed at different levels of users, when a designer decides to make an action game, it is best to see what your user level is, otherwise it is like "New Devil May Cry", a group of people who are used to experiencing action games, under the command of a group of people who are used to doing action corresponding to people, make a rule corresponding to the game (weapon correspondence), the result is not suitable for the public (the correspondence is too strict, The level design is too poor), and it is not suitable for action game diehards (action game diehards themselves prefer action-oriented games), and in the end the gains outweigh the losses.
In fact, among the player base of the game Devil May Cry, there is a phenomenon that is very interesting.
Devil May Cry fans are divided into "Devil May Cry 3" and "Devil May Cry 4", especially those who love "Devil May Cry 3", most of them don't love "Devil May Cry 4", in fact, because the traces corresponding to the rules of "Devil May Cry 3" are very heavy, and it is very important to choose the right weapon; And "Devil May Cry 4" returns to the 1st generation, and the action is implemented very thoroughly. Therefore, there is almost no one who has the same love for these two works, and there must be a preference.
If someone says that he likes "Devil May Cry 3" and "Devil May Cry 4" very much, the biggest possibility is that he has not played these two games in depth at all, and only plays a set of gorgeous combos at the lowest difficulty XXOO, and he has not even experienced the charm of action games, or he says that he is blowing.
Although it is said that the games are a hodgepodge of various types of games, it seems to satisfy the hopes of all lovers.
But in fact, there is only one impeccable game that can do all three of these things in Jester's memory, and that is the classic "Monster Hunter" like a textbook of action games, so to speak, this game is the culmination of Capcom's more than 20 years of action game production career, and among the advantages that an action game you can bring up, in addition to the graphics, it is flawless.
Truth be told, it's a very special 'single-player' game.
Because it's 80% fun in online 'fighting' games.
It may seem like a bit of a no-brainer to put this game in the ranks of single-player games, but even if you don't play online, this game won't stop you from playing alone, so it seems like a no-brainer. (To be continued......)