Chapter 463: The Party of Meaning

As players continue to advance in the game in Dark Souls, there are more and more complaints and news on the Internet.

Obviously, there are many players who have heard the name of "Dark Souls", and then they have been abused and autistic.

At first, I was inflated with confidence, looking at the video on the video website and the picture of the anchor being abused in the live broadcast room, I felt that if I didn't say anything, I would clear the customs casually, but it would definitely be much better than others.

But after they bought the game and entered, they felt the malice of Nebula Games.

And this type of player is often a player who has not played "Wolf: Shadow Twice" before.

Just like the original "Wolf: Shadow Dies", there are also a large number of players who have begun to discuss whether the difficulty in "Dark Souls" is reasonable or not.

And with the speed of some great gods, a variety of strategies have also appeared on forums such as website communities.

Of course, the strategy is here, and whether you learn it or not is another matter.

The most different thing in the game that players feel is the RPG development element introduced in "Dark Souls".

Although this is also the case in "Wolf: Shadow Dies", it is obviously heavier in "Dark Souls".

At the same time, in "Dark Souls", because of the addition of various weapons, the combat system of "Dark Souls" is much more complicated, and this complexity is not the kind of numerical research that makes players feel a headache, but the kind of actual feeling that can really be experienced by players.

For example, the attack distance of the weapon, as well as the effect of different weapons during the attack and the action frame when released.

And in the game, players can also collect armor, and after wearing armor, players can clearly feel that they have become a lot of flesh.

It turns out that the boss will be able to second you with one sword without clothes, and after putting on the armor suit, the boss will need three or four swords to be able to second you.

The introduction of this RPG element actually brings players a sense of accomplishment.

That's what it feels like to keep getting stronger.

For example, why do so many players pursue speedrunning?

It's already been beaten.

Anything else, there's no doubt that my growing sense of accomplishment is one of the factors.

In "Dark Souls", you can feel your progress very clearly, not only in killing monsters, but also if you don't advance the map, even if you get stuck in one place.

After constantly collecting items and equipment, as well as strengthening equipment, players can also feel a clear place.

That's how strong you are!

It may be that the player doesn't feel stronger until he defeats the enemy, but the intuitive performance of the attributes gives the player a sense of motivation.

Now I can't beat it, so maybe I can beat it after a while?

While this is self-comforting, for players it's the sense of accomplishment that comes with numbers, making them feel like their time isn't being wasted.

At the same time, this is what the meaning party in the game calls 'meaning'.

Even if a game is a competitive game of tens of minutes, it usually adds data such as level, game point rewards, unlocked items, ladder ranking scores, and win rate KDA.

Why are there these?

There is no doubt that it gives players a meaning.

Even if the meaning is really useless, you have to give it to the player.

In addition, Yang Chen has done a lot in the game, that is, the mechanism of item dropping, which does not drop higher than the single-player mode when the player needs to farm online, and at the same time, it will no longer let players with non-chief attributes repeatedly brush a batch of monsters for several hours.

This is a thing that makes no sense other than to force a player to spend more time.

Yang Chen felt that it was more interesting to let players face a new boss at the beginning, and then die dozens of times in the hands of the boss and then learn how to deal with it, rather than letting players face a new boss in the same place and facing the same group of monsters for an hour or two or even longer to get a certain item.

It's not uncommon to extend the player's time with duplicate content.

For example, multiple endings that allow players to have more choices are actually a way to extend the player experience.

But compared to simply farming monsters to explode a certain prop and then complete the achievement trophy, for a game based on a single-player mode, Yang Chen felt that it was completely unnecessary.

Therefore, in the game, such as items with a low guarantee rate such as oath props, Yang Chen did not say that their explosion rate was particularly low.

Rather, it is on an ordinary basis, which makes the player face a greater challenge.

The difficulty of obtaining should not be a simple brush, after all, this is not a brush game.

Challenging and breaking through oneself is one of the core points of the Dark Souls game.

………………

Ordinary gamers are studying Dark Souls, they are studying the content of the game, and the major game manufacturers are undoubtedly studying Dark Souls, but they are studying why Dark Souls can attract so many players.

Because this series was pioneered by Nebula Games?

There was a "Wolf: Shadow Passed Twice" that was a big success?

Well, that's one reason, but it's definitely not the main one.

If the creator must be the most awesome, then there will not be so many examples of 'borrowing' games that are more popular than the original game.

And "Dark Souls" is not a sequel to "Wolf: Shadow Dies", both the game plot content and combat attributes are different from "Wolf: Shadow Twice", but why can "Dark Souls" be successful?

Especially after "Wolf: Shadow Dies", several first- and second-tier game manufacturers in the industry who have also produced similar themes are painstakingly studying the success of "Dark Souls".

At the beginning of "Wolf: Shadow Passed Twice", many manufacturers also launched similar difficult games, but except for some specific games with IP, they barely achieved some results.

The rest didn't make much of a splash, which also makes people wonder if players are just curious, so "Wolf: Shadow Dies" is so popular, in fact, this kind of difficult hardcore should be a niche game.

Especially in the appearance of the latter "Torture and Killing Prototype", it seems to verify this statement.

But looking at it now, it doesn't seem to be a niche thing.

Because in terms of difficulty, "Dark Souls" is even more difficult and malicious than "Wolf: Shadow Dies", but players still like it.