Chapter 479: The game's map design

The difficulty and map malice in the Dark Souls DLC are not difficult for players to accept.

After all, players who have purchased DLC are basically players who are mentally prepared for the content.

No matter how difficult it is, in the face of all kinds of powerful bosses and mobs, as well as map traps, it's a big deal to die a little bit.

The most uncomfortable thing for players is that the campfire in the game can't be teleported, and there is a feeling that you have to die accidentally in the middle of all kinds of hurried roads and give up all your efforts.

If it's not a long journey, if you die, you will die and start over, but if it's a long distance, or even be able to walk that long, or with a little luck factor, once you die, the mentality will collapse.

In the face of players' discussion of the bonfire, Yang Chen was not prepared to wait for the player's reputation to ferment, and then the tap water to flip the game's reputation.

It's not that there is no money to guide and publicize in this regard.

So soon there were a lot of posts on the Internet about campfires and maps.

'It's definitely intentional that the campfire can't teleport, but who says it takes that long to run the map!? Don't you notice that all maps have a lot of shortcuts and are connected in all directions? Take the sick village as an example, cross the bridge of the Flying Dragon Valley, enter the ruins of Xiaolongde, and then go back to the fire sacrifice ground through the elevator, there is nothing strange on the way, and it will take a few minutes at most? ’

'Completely kneeling in the map design of this DLC, it feels like a giant hornet's nest, and each scene can be connected to the others! ’

'The bonfire can actually be teleported.,After seeing the sun princess, you can get the royal weapon.,And then use the power of the royal weapon to open the bonfire teleportation function.,Although it's not really useful.,Many maps still need you to run.。 ’

At first, Nebula Games was a sneaky pretend player to guide the map design in Dark Souls.

But soon, as the topic progressed, more and more real players spoke, and they also made some hand-drawn maps about the DLC.

This instantly made many players have an amazement, can the map of this game still look like this?

At the same time, some road addicts are ecstatic that they are finally able to find the right way.

And some players with poor skills are smiling after watching it.

What's the use?

You've all started to fight the Witch, Neet, Gwen and other Salary King bosses, and they are still suffering in the Undead Parish, so what's the use of this map of yours!

On the other hand, as players complete the game, some 'Soul Scientists' also begin to explore the plot of the DLC and connect it with the previous story itself.

is still the same as before, Yang Chen still uses fragmentation in the content of the DLC.

Players can only analyze the plot from the words of the NPCs, or some items and equipment dropped by the map and after killing monsters and bosses.

Some people think that the so-called fire transmission is a scam, from the clues of the fire girl and the ash fire extinguishing in the previous "Dark Souls", and the world serpent that appeared in the DLC, as well as various clues, players believe that the fire transmission is just to continue the reign of the fire age.

And some people think that spreading the fire is not a conspiracy, after all, the Gwen family has ended up in a good end for each of them.

Regarding the players' speculations about the plot, Yang Chen and Nebula Games are not ready to give an official answer, or determine a so-called official ending.

As the saying goes, there are 1,000 Hamlets in the eyes of 1,000 people;

After experiencing the game experience, each player has a ending that they agree with.

…………

In the office of Nebula Games, Yang Chen stretched out, teased the steel egg, and then returned to the computer.

The content about Dark Souls has basically been fully developed, except for a small team for follow-up bug fixes, and the rest of the staff has basically been withdrawn to The Legend of Zelda: Breath of the Wild.

However, although there are enough members in charge of the development of "The Legend of Zelda: Breath of the Wild", the progress is not so fast.

The main thing is the design of the map, the decryption of the maze, and the interaction between scenes.

However, for Yang Chen, in fact, "The Legend of Zelda: Breath of the Wild" is quite easy, in addition to the early battles and the core elements of the whole game, he needs to be responsible for the handle.

Later, about the decryption design in the temple, as well as the interaction of the scene, he doesn't need to pay special attention to it, as long as the team understands where a horizontal line of this game is, it will basically not be too much of a problem to always stay above the horizontal line.

"The map of Dark Souls has been praised by many people." Wang Yaliang next to him leaned over and said to Yang Chen.

With the map in the Dark Souls DLC completely revealed, not only players, but also many in the gaming industry were surprised.

On some small indie games, this kind of honeycomb-like map design is not uncommon.

can be placed on a large ARPG like "Dark Souls", which is particularly rare.

"Actually, the limitations are also very large." Yang Chen smiled, then shook his head and said.

This kind of through-type design is actually very flawed.

The biggest reason why the original "Dark Souls" in the dream memory took this way was because of the lack of money.

And this kind of map design is not suitable for large maps and games with a detailed story.

Because of the high difficulty of Dark Souls, players can spend a lot of time even on a small map, and there is a fragmented story.

That's what makes this map design so good.

If you put a map designed in this mode in an open world like The Elder Scrolls Online, Skyrim is definitely a disaster gaming experience.

Leaning next to him, Yang Chen said something about the map design ideas in the game.

It's not about the design of the levels in the map, it's about comparing the design of the game's themes.

It can be said that the map design in the game is far from being as simple as thought.

The story, the subject matter, and even the overall style of the game are all related to the map design in the game.

If you are specific to the line of cinematic narrative***, or even one scene rushes to the next, the time it takes the player to collect items in it, and the time it takes not to collect items, are calculated.

Of course, this is just an exaggeration, and the actual production is not as scary as imagined.

But it's not just about casually saying what you want to make the map in the game.