Chapter 817: A game unlike anything else
The Monster Hunter trial at the carnival was amazing.
This kind of hunting game has an unimaginable appeal, just like Diablo, even when Diablo 2 first came out, it was sprayed by countless game media players, because this game not only jumped for three years as soon as it jumped the ticket, but also, it also completely cut the RPG elements, that is, the elements of the plot of the role-playing experience, leaving only pure brushing.
An RPG game is nothing without an RPG.
Therefore, Diablolike was looked down upon as soon as it was released, but the charm of Diablolike is too great, and it can give players an unparalleled sense of refreshment~ and achievement.
Especially when a powerful piece of equipment is dropped, and when a high-level rune appears.
And the high difficulty is also very challenging, so, once this game was released, it quickly became popular all over the world, and after the expansion was released, after a series of major changes, Diablo 2 was added by several new systems, almost like a rebirth, so that this game was directly ascended to heaven in terms of playability, and was regarded as a masterpiece by countless players.
And the game mode of "Monster Hunter", or the core gameplay, is actually the one that "Diablo" has explored.
Players have a natural desire to collect equipment.
They will destroy monsters over and over again countless times.
And the combat in "Monster Hunter" is ACT-style, but it's not the kind of ACT that pursues the fast~sense of combos.
This kind of fighting, in Jester's opinion, is not in line with the combat mode of "Monster Hunter", in the world of "Monster Hunter", humans, that is, hunters played by players, he faces those monsters, and he is insignificant.
He couldn't be like Dante's invincible combo and directly kill the monster.
He just needs to be careful to observe. Look for the weakness of the monster.,Dodge the monster's attack - and then send out your own attack.,You must keep this kind of battle for a long time.,A little careless.,It's the end of the game.,In this way,After a hunting crusade~,Give the player an endless sense of achievement and honor.,It will make the player have a.,I'm an ordinary person.。 But I slain monsters countless times more powerful than me.
And that's only part of the sense of accomplishment.
When you get the materials you want from the monster, and then forge a more powerful and cool equipment, it's no less than playing dark, playing late at night, a little tired, wanting to sleep, going to fight Baal once, and then dropping a 35# sense of accomplishment and surprise. I can be sleepy in an instant - I can KM 10,000 times when I produce one!
Two of the most popular booths of the carnival.
One is the demo seat of "Monster Hunter", this time Mars Entertainment has provided a total of 500 machines for players to experience this game, although there are many machines prepared. However, if you want to play once, you still need to queue for a long time, and basically 40 minutes to an hour is a must.
You'll only be able to play for half an hour, but the attraction is still huge.
Countless players are basically just finished playing once, and they can't get enough. I'll go to the queue again right away.
The editors of Video Game Monthly, a very popular new journal, were particularly interested in the game, and Morris was a veteran gamer who had worked at Activision. Now in the position of game content editor at Video Game Monthly, he has an extraordinary understanding of easy, and the reviews he writes about games can often find the core of the game.
For example, why the game is fun, why players don't like it, and why the designers designed it this way.
It's all about the head, it's the way.
Of course, such a veteran and straightforward player is also very picky about the game, even if it is Jester's game, he will often write about some shortcomings, even "Hero" is no exception.
Although he left the layout and special articles to "Heroes" in several consecutive issues of "Video Game Monthly", and boasted that the game was invincible in the world.
But he still unceremoniously said a lot of the imperfections of "Heroes".
For example, the reading question was hated by Morris.
It's the one thing that affects the game experience the most - of course, he also knows that it may be because of technical issues, and he has to do it, but for the player, he doesn't care what you don't have to do with the technology, they talk about the game experience, and since the game experience is not good, then he has to spray it.
Of course, Jester is also familiar with him, after all, he has been interviewed a few times, and once again Jester even took the initiative to mention this matter, which made Morris a little embarrassed, he said that he was just for the effect of the article, in fact, he also knew that it was already unbelievable that such a game could be done to this point now, and there was no way to switch scene readings.
But Jester wasn't impressed.
He felt that Morris's reading bar problem was indeed a very serious problem, which greatly affected the player's gaming experience, and even one of the shortcomings that affected the player's gaming experience the most.
And Jester also admitted that he actually knew that there would be such a problem at the beginning of the design, but he thought that he could solve this problem, even if he couldn't solve it, he could solve the problem of reading the bar without affecting the game experience, but later in the development process, I realized that my idea was too young and too young.
One of the two problems they faced at the time was to cut down on the game's system and then make the simplified game meet that condition.
The second is to ignore it and do what you can.
However, this reading bar problem, which greatly affects the game experience, still exists.
In the end, almost all of our core designers participated in the discussion, and the result of the discussion was surprisingly unanimous, which was the second option, because all aspects of this game were thought up and completed by us with great painstaking efforts, and for us, it was the most urgent and hopeful thing to make this game appear perfectly in front of players.
And if it can't be perfect.
We're going to try to keep the content of the game as good as possible and give up on the better experience, because we really want to share all our ideas and ideas with the players.
Morris later wrote a critical essay based on his interview with Jester on what he sees as Mars Entertainment, a game planner who has worked at EA and Activision and is an avid gamer. In the article, he said that Mars Entertainment is a very special game company, and all the game companies he has seen and stayed in are completely different from Mars Entertainment.
"They almost have the most free working attitude and working atmosphere."
"During my two days here, I visited almost everything about Mars Entertainment, various R&D centers, various groups, and personally participated in two of their brainstorming. There was even a time when it was a new game, and I was involved in it, and I talked a lot about it with the whole design team, and it was a great idea, and he couldn't say what the idea was based on the principle of secrecy...... It's a really beautiful process, you're fully engaged in it, not a mechanical one, you're doing your idea, you're playing the game. And not someone else's. ”
Basically, Morris made a big deal about Mars Entertainment in this article.
There are some places that even Jester can't read, which may also be a little compensation for Morris spraying "Heroes" for the effect of the original article.
Morris himself is a fan of Mars Entertainment and an avid Jester fan. He often refers to Jester as the man who redefined the term video games, whether it is Jester's idea of cinematic games, his attitude towards artistic games, and his unsparing promotion of esports. He really made video games his life's work.
And not just business.
And Jester also said in an interview: "If it was just to make money, I wouldn't make video games, actually." My investment in other areas is much larger in my assets than in just a video game. ”
Morris even admires Jester's term 'e-sports'.
He once quoted Jester in a Video Game Monthly statement that he first started an esports project at the Mars Carnival.
"Why can't video games be a competitive sport? Is it just because it's just a game, a game that was invented just for fun? But with all due respect, wasn't football and basketball games invented for fun in the first place? Are they born with athleticism? I don't think there's an essential difference between video games and competitive games. ”
Later, Jester's words were also regarded as a classic by countless players who support e-sports.
At this year's carnival, there were eight events, six competitions, and two exhibition events, with a total prize fund of nearly $5 million.
Even Morris's colleagues lamented that ten years ago, when the word e-sports was invented at the first carnival by Jester, no one could have imagined that he would develop into a multimillion-dollar prize, with tens of thousands of people watching the event, and even hundreds of thousands of people waiting in front of the TV to play.
However, Morris is now completely captivated by Monster Hunter.
He queued up to experience the game over and over again, and judging by his excitement, he seemed to be unusually satisfied with the game, and his original plan was to interview Pardo and write something about "Brood War", although "Brood War" was also very satisfied after Maurice played it.
Indeed, as many pro gamers have felt after playing before, this is an expansion that directly elevates StarCraft by more than a notch.
However, Morris himself is not an avid fan of RTS games, compared to RTS, which is purely for PC, he likes ACT games more, from 2D ACT, to 3D ACT, from Super Balotelli to the current "Hero" - of course, "Hero" is an RPG, but his combat system is ACT, and it is very good, a game-style ACT battle mode.
This one is very much liked by Morris.
Morris also mentioned in the article in the article that the ACT-like combat system of "Heroes" is a game-style anti-move and breakthrough move to simulate the real combat method, which is a very good system design.
It is also said that Yu Suzuki is the undisputed master when it comes to fighting.
Not only the combat system of "Hero", but more importantly, the design in "VR Warrior", which can be called a classic.
But the way of fighting in "Monster Hunter" is completely different from the action games on the console that Morris has been exposed to before, this way of fighting, it makes him seem to play the arcade games he has played before, although the combat methods are different, but this design idea is actually in the same vein, and this style of continuity is so appropriate in this game.
It seems that this style of game should be like this.
A natural fit, and just like Jester said, the whole battle process is a process of adrenaline frenzy secretion, with the music that makes the blood boil, facing the target who is several times larger than his own ~ attack, operating an unskilled weapon for hunting, that feeling, it is really sour, and the difficulty is very great.
The boss is powerful.,Basically, it's a little careless.,Sometimes it's too greedy for knives.,Maybe you'll be beaten directly to the residual blood.。
However, Jester has added a very addictive setting to it, that is, the less blood you have, the higher your attack will be, so there are some players who try to play, after playing a few times and feeling that they are numerous, they will die to be beaten by monsters to residual blood, and then increase their attack power, to kill the boss faster, this sense of achievement is also unparalleled.
Morris lined up again and again here to try out the game, and throughout the afternoon, he basically just stayed in this one place, and Morris did not go to the interview with Pardo Yue, but asked one of his colleagues to go.
He's been in the Monster Hunter demo area.
A staff member at Mars Entertainment spotted Morris in line and went over to talk to him and ask him what he thought of the game.
Morris, of course, is full of praise.
"This is a game that is completely different from all the previous games of Jester, just like Jester said, this is a very target group, a game designed specifically for some people, this is different from the previous game development ideas of Jester, in the past, Jester's games, have always been as simple as possible, but this time, by no means." (To be continued......)