Chapter 284: The Promise of a New Game

When Wang Bu throws out all the things in his head, he should be able to impress them, right? Wang Buyi sent down the printed plan and said, "You can take a look at these, and if you don't understand anything, you can ask me." ybdu!”

So the employees opened it and looked at it.

The first is a random map. In order to shorten the production time of the game and increase the novelty, Wang is ready to add random maps to the game. Similar mechanics are found in many games, such as Diablo's maps are not fixed.

But Wang wanted to do something like the random map in the editor of Age of Empires 2. Various elements appear randomly, even the exit of the map is different.

It's possible to just walk to the edge of the map normally. It is possible that the Clear Light Monster will save a caravan and ride to the next map. It is also possible to kill a boss and use the explosive items to open the portal. It is even possible to jump into a hole in the ground.

In this way, the map that players enter every time is completely new, whether it is the enemies they encounter or the way they pass the level, they are different.

The employees read on. Since you want to make an "action role-playing game", you have to work on "action" and "role-playing".

The action part requires Moti's participation to improve the sense of impact as much as possible. It's similar to the prequel, except that the combat is more arcade and more hot.

In terms of role-playing, it is purely Wang Buful's personal idea. The so-called "role-playing" is to allow the player to establish some kind of psychological connection with the characters in the game. The most important thing is to let players really experience the sense of upgrade. to entice players to take part in it.

To add to the sense of leveling, almost all RPGs have complex leveling mechanics. Just the upgrade of the character itself, there are experience, attribute points, and skill points...... Attribute points also need to be converted into secondary attributes. Skill points sometimes can't be obtained by simply leveling up, and there are also proficiency restrictions.

Other upgrades are more, all kinds of equipment, weapons, artifacts, gems, enhancements, enchantments, ...... It's just dizzying and complicated.

This is because the complex leveling mechanics give players the strongest sense of upgrade.

Wang Bufu also intends to use a complex escalation mechanism. Five attributes, dozens of skills, nine types of equipment......

But at the same time, he uses the "spirit" accumulated when killing monsters to unify all the upgrades such as money, experience, skill points, and equipment. Spirits alone can be used to upgrade attributes, skills, and even equipment. It allows players to choose the direction of upgrading according to their own will, making leveling more free.

For example, equipment. A long sword, "It also takes x ten thousand spirits to upgrade by one level". See it clearly. Rough estimate of the player. You'll be able to figure out how long you'll have to play to level up, and then schedule your game time...... Wang Bubu felt that this kind of upgrade was more attractive than the gameplay of randomly exploding equipment after farming monsters.

I don't know how many RPG online games and stand-alone games I've played. He personally feels. It's a pleasant surprise when the best equipment is randomly revealed. But before the equipment was revealed. The feeling of resignation is very unpleasant.

Therefore, in the game, the character gets a full set of equipment at the beginning, but the attributes are very scummy. In the course of the adventure. The player controls the character to obtain the spirit by farming monsters, and then "smelts" the equipment with the spirit to make the equipment stronger.

In this design, although there are no surprises, the surprises are replaced by safe expectations. Because the probability is virtual, the data is real, and "I have to xxx points of spirit to rise to the next level", which is intuitive.

After the equipment has been smelted with the Spirit once, the increase in abilities obtained can also be customized. Similar to "Bad Boy Points" from Borderlands 2.

For example, the "Armor" piece of equipment, after upgrading, the option will pop up. There are five options, the first two of which are fixed. Since "armor" sounds like the main function is to increase defense, the first two options are to increase physical defense and magical defense.

The last three options are random. From the options of attribute enhancement and resistance enhancement, one is randomly selected.

Players can then decide which of the five options to choose as the attribute they will gain for this upgrade.

In this way, the impact of luck can be minimized, and as long as the player puts in the time, he can get an exclusive character that he has cultivated. And it can continue to get stronger.

At such a cursory glance, the employees were a little interested.

This ARPG game is a bit similar to Diablo, but the core part is completely different. The staff are all veteran players, and they have played that masterpiece a few years ago. The plot of that game can be explained in one sentence, and the game is all about combat.

"Dark" can be said to have refreshed their understanding of RPG games. The plot has been nerfed, and the combat and collecting elements have naturally been strengthened. I heard that the sequel to that game is also about to be interviewed. The game that the great god wants to do won't collide with "Diablo 2", right?

"Okami, what's the end of this game?" Some employees watched the plot and found that there was no ending, which was suddenly strange.

"There is no ending." Wang said with a smile.

In the entire world view of "Stunning Rivers and Mountains", in addition to the cities of Chu and the army of Qin, they have traveled to another world together. In the Gaiden game, the player controls an ordinary soldier in Chu City, and in order to solve the siege of the orcs, he goes to find the help of the Qin army.

But if he finds it, what will happen to the plot of the main story? Therefore, only modern people who have been summoned to the past in the main biography can find Qin Jun. And the soldiers who are controlled by the player in the Gaiden will continue their lonely adventures.

"If there is no ending, how can you attract players to play?" The employees were amazed. This idea of the great god is too puzzling.

They're used to playing single-player role-playing games, and they always have to see the final ending to be at ease. If there is no ending, it feels like something is missing.

Think of it this way because they don't have online games.

The king has his own plan. He hopes that the series "Stunning Country" will not be like "My Anti-Japanese", and no one will play the first chapter when the second chapter is released. So divide this series into three genres, and hopefully all three games will keep players entertained.

"Stunning Country: Gaiden" was defined by him as a game similar to online games. There is no ending, which allows players to farm monsters infinitely all the time and adventure alone in another world.

Even though this game has almost no main story, with an excellent sense of upgrade, it can still make players suddenly feel that this is another self exploring and becoming stronger in the virtual world. Then use this gradually stronger character as a projection of yourself in the virtual world.

When the main story is made, players can still reopen the story after experiencing the complete story, and continue to control an ordinary soldier to adventure in another world. Therefore, making a game similar to an online game is very much in line with this requirement.

Random maps, simple resources, complex upgrades, a sense of blows...... These plans are all in the hope that players can play this game as if they were online games. And will not get tired.

And just this year, the Korean company will make "Legend". Wang did not plan to snatch that market in advance.

However, Wang does not plan to use the operation model of online games, and this game is still a buyout. Although he knows that he can make more money if he uses point cards and even opens in-app purchases...... But there was some money he didn't want to make.

Employees don't know the future, and only use those classic role-playing games as a reference, and are a little worried, can games without endings be sold?

Before they came, they knew that the great god was going to make a game with "heavy gameplay and light plot", but they didn't expect that the so-called light plot would have almost no plot? Is a game without a plot still a game?

Wang looked at their hesitant expressions and said, "I know you are all very knowledgeable about role-playing games. Do you have any ideas for this game to make? ”

An employee raised his hand and said, "God, I still think that the plot should be put in." It's like "My Anti-Japanese", as long as you don't fight the ending, you can theoretically keep playing. Isn't that bad? ”

Wang Buyi explained: "The main thing is that this will not achieve my goal. It's like the prequel to the mini-game, where the orcs attack continuously, and the player goes online every day, with no ending. I also hope that this ARPG game will allow players to play it from time to time. ”

The employee still couldn't figure out how to make a single-player game with no ending. If there is no ending, it means that there is no goal, so isn't it brainless? Once the player feels brainless, he gets bored and then stops playing.

In the end, players will be asked to give up, so simply set up an ending with a beginning and an end, so that the player's feelings can be sublimated and they will remember this game.

Wang was planning to convince these people when he suddenly had an idea. Don't make the final ending, you can make an ending for every scene!

This ARPG game will be similar to games like "Dark", "Torchlight", and "Titan Journey", where after brushing one map, then go to the next map.

In order to avoid boring players like Titan Journey, where the map is the same, and also save production time, Wang Bufu proposed the concept of random maps. So can you add random tasks on a random map?

It's a very simple task, to find a certain token, to kill a certain monster. After the protagonist arrives in the new scene, he immediately receives one or more tasks, and then swipes all the monsters on the map to complete the task, and gets a reward after delivery. Proceed to the next level and receive a new mission.

The player himself is substituted by controlling the character. When there is no mission, they mainly interact with the enemy, and their behavior is very simple, and the sense of substitution is incomplete. And through these tasks, the player helps the characters in the game, and with new behaviors, the sense of substitution increases.

These tasks are also randomly generated. The person who posts the task is random, and the words spoken are also random.

To kill a particular monster, that is, "People from another world, please help us fight monsters." ”

To find a treasure, it could be: "My neighbor died, and he told me that his treasure was hidden somewhere, but unfortunately there are too many monsters, can you help me find it?" Give it to me, and I'll give you something back. (To be continued......)