Chapter 858: Riding and Slashing
In the office, Yang Chen is writing the design manuscript of "Horse Riding and Slashing".
As a standalone game, Mount & Blade has one distinctive feature in common with all other games in this genre.
That is, its gameplay is extremely prominent, it can be said that it is a game that relies solely on gameplay to win, and there are many differences from other games on the market in terms of combat system, interactive design, and these aspects.
This is a game of its own style, and there are many types of games in the dream memory that refer to the gameplay elements of "Mount and Blade", but just like souls games like "Dark Souls", there is the same nature but not surpassed.
Because this is a unique feature of "Mount and Blade", no matter how the game changes, the core content is placed there.
Just like the name of the game: horseback riding, slashing, that's the core element of the game.
Another point is the combat system in Mount & Blade.
As an indie game, neither of the developers nor the couple has much experience in this area, so the game's combat system can be said to be very rough.
But it is this roughness, combined with the medieval setting of "Mount and Blade", and the movement system of HEMA (European historical martial arts), that is just right.
However, unlike Souls-based games like Dark Souls, the action system in Mountback & Blade is also extremely difficult to get started, but with the background of the medieval theme, it can give players the greatest sense of real immersion.
For example, in "Dark Souls", players have mastered the rules of battle, and used the rules of this battle to defeat powerful enemies and gain a full sense of achievement, which is the fun of souls-based games.
In "Horse and Blade", it's just the opposite, the enemies are not the kind of seemingly invincible existence, they are just ordinary human beings, even if there is the influence of data, but most of them are one or two knife things, mainly depending on the player's personal strength.
This leads to the most realistic feeling for the player, where you cut someone else twice, and someone else cuts you twice.
If it's an ordinary game, such a setting can be said to be a failure.
Without the sense of accomplishment that comes with the stats, the mountain that the player climbs is not high enough, that is, the enemies are not strong enough, and there is no way for the player to experience the thrill of overcoming the enemy through hard work.
But this kind of 'failed' action design is put in "Mount and Blade", which matches its theme and the most important battlefield, which brings players the most realistic feelings.
Defeating the enemy is a feedback point for results, and this set of combat systems brings more realistic battlefield feedback.
If you want to win a war, you can't cut all the way through the enemy soldiers as a background board in a lawn mowing game.
Even if the player's skills are good, if there is a disparity in strength, it is difficult to defeat two fists and four hands, and even if the player is in a hurry, as long as there are enough soldiers, he can win the war.
The second is about the background of the game "Mount and Blade", the background of the medieval alternate worldview.
From the beginning, the game didn't have a detailed background or storyline, but the story of the continent of Calradia was added as the game became more complete.
Even because of this incompleteness, there are several versions of the historical development of the continent of Calradia.
However, this is not important in Yang Chen's opinion, because "Mount and Blade" itself is not a plot-oriented game.
Regarding the continent of Calradia and the characteristics of the classes in the kingdom, it is not a big problem for Nebula Games.
In addition, Yang Chen did not intend to show players an orthodox official plot story in "Mount and Blade", at most, it would only show the entire Calradia continent and the various forces on the continent in front of players just like the original "Mount and Blade".
As for a detailed story, Yang Chen did not intend to put it in the main body of the game.
However, the detailed campaign and story can be shown to players in the official mod, and it is also to let others understand what the mod of Mount & Blade is like.
…………
After roughly determining the direction of "Horse Riding and Slashing", Yang Chen called Wang Ye and Brandon to the conference room.
It's going to be a VR and PC dual-platform version, and Brandon's team, which has just finished "Spider-Man", happens to be idle, so this time they are naturally indispensable.
After all, if we talk about the technology developed on the VR platform, it can be said that Brandon and his team are still the first echelon of the current Nebula game.
"Okay, I believe everyone has already received the news, so let's not talk nonsense, let's take a look at the first draft of the design."
Looking at the people present, Yang Chen didn't sell anything, and the design draft of "Riding and Hacking" appeared intuitively on the projector.
"Briefly talk about the type of new game, medieval-themed games, but the combat system and gameplay system are completely different from the current games on the market, the main core is the same as "Battlefield", the experience of the battlefield, and it is also more important that this game will be like "The Elder Scrolls: Skyrim" and "Warcraft", with relatively high open access to players, to ensure that players can easily get started with all kinds of mods."
Yang Chen briefly summarized the characteristics of the game "Horse Riding and Slashing".
For a medieval-themed game, this was not too surprising to everyone present.
A new type of game, which is also a traditional art for their Nebula games, what surprises everyone is the so-called open permissions, and the battlefield experience has been shaped.
Unlike modern games like Battlefield, this type of game wants to create a battlefield atmosphere, and is more about scene interaction.
For example, there are explosion effects and a variety of vehicles, as well as modern weapons.
And the medieval setting of "Mount and Blade", if you want to create a battlefield atmosphere effect, there is obviously only one way: crowds.
For example, even if there are thirty or forty people in "Battlefield", as long as the scene interaction is good, such as explosions and scene destruction effects, combined with the mechanism of player resurrection, the unstoppable gunfire and explosions can create such an effect.
And in a cold weapon game like "Mount and Blade", it is obviously impossible to count on scene interaction, and there is only one way, and that is to make enough soldiers on the battlefield.
The second is the open permission.,Obviously, it's the MOD.,There's not much of a problem on the PC platform.,But the MOD on the VR platform is open.,That's a big problem!
Listening to Yang Chen's words, everyone instantly thought of the difficulties.