Chapter 870: Riding and Slashing MOD Content (2-in-1)
In the beginning, most players who didn't know much about the game "Mount and Blade" basically had a relatively fixed game experience.
Go up to recruit and then fight the bandits, experience the thrill of riding and slashing, and then either you have not fought and are captured as prisoners.
Either with a group of wounded soldiers, mixed with money is not enough.
Even if the difficulty is turned to the lowest, it is only slightly better.
If you encounter a robber, you can bully it well with a new recruit, but if you encounter a hard role such as forest bandits and desert bandits, with the early batch of soldiers, you can basically announce that you have officially entered the captive career, waiting for the captive life who begins to wander around.
And even if you don't live the life of a captive, but you basically eat the last meal and don't eat the next meal, the base game is similar to the background of the Middle Ages, and the background of the Three Kingdoms of Mod.
Cavalry was the most precious type of troops in that period before firearms, and if you want to train cavalry, you not only need a lot of training to accumulate enough combat experience of soldiers, but also spend a lot of money and resources to upgrade and maintain.
Just like fighting a war in reality, fighting is the economy, and the economic system in "Riding and Hacking" can be said to be an indispensable content, and the lack of money and resources will really cause a situation where a penny is difficult to defeat a hero.
At the same time, if you want to upgrade infantry to cavalry, in addition to money, you must also have the resource of war horses.
If you want to cultivate a group of brave and warlike cavalry brigades, it can be said that you don't have money and basically want to eat fart, and once you can't pay your salary, the soldiers in the team will gradually begin to reduce their strength and eventually disintegrate.
It can be said that the economy is quite important in the game "Mount and Blade".
But after all, "Horse Riding and Slashing" is not a game that maliciously embarrasses players, and compared to the T club in the dream memory, Yang Chen has also added appropriate guidelines to the game, which can make it more convenient and easier for players to get started.
So after being a little confused at the beginning, with the guidance system in the game, basically players can easily find a way to make money.
For example, buying and selling items in one region and selling them to another city, or doing some simple and not so difficult tasks.
Although the income is not high, it can slowly accumulate capital by accumulating a small amount.
Of course, there is a simpler and cruder method, and that is Arena SL.
Each large city in Mount & Blade will hold a random competitive competition, and you can bet on yourself when you participate in the competition, and you can also have corresponding rewards for winning the game.
If you accidentally lose, you can re-read the archive and start all over again.
In the game, Yang Chen also discussed with the team and made a lot of optimizations in details, such as the economic system in the game.
The "Horse and Blade" in the dream memory is actually not very balanced in the economic system, and there is indeed a shortage of money in the early stage, and how to make money is also a more important way to play in the early stage of this game, but in the later stage, the economy of the whole game has been unbalanced.
From the point of view of the design concept of T Society itself in the game, for example, according to the dynamic connection of the sand table in the game, in "Mount and Blade", you can complete the tasks of the village chief or some NPCs to get rewards, you can pull a small team to rob houses in the village, and you can also fight robbers and robbers everywhere.
You can also incarnate as a businessman.,Open up your own way to get rich by reselling all kinds of goods.,In addition, including the player can open a factory in the game.,Set up a caravan.,It can be seen that the economic system should be a more weighty system in the game.,But it's a pity that because of its own small workshop.,This part of the economic system actually hasn't created what they want to create in the T Society.。
In terms of the economic system, Yang Chen and his team have made some optimization and changes in the main direction, of course, not to focus on this more strategic aspect, but to combine this part of the economy with the game's combat system.
For example, if a city is prosperous enough, then ceramics and money will be more valuable in the city, and if a city is surrounded by bandits, and the prosperity is low enough, then the price of wheat and weapons will be higher.
In addition, the price of captives obtained by defeating enemies in the game will also be different in different regions.
Of course, the economic system in the game, Yang Chen did not make it too complicated, but better combined with the battles in the game.
After all, this game is called "Horse Riding and Blade", not Horse Riding and Gold Coins, and the economic system is just to assist players to better experience the content and elements of war.
In addition to these, the dialogue of the NPCs in the game, as well as the entire dynamic sand table world, Yang Chen also added a lot of details.
For example, in the face of different forces, the various lines of NPCs in the game will also be different, if the named NPC loses to the player's hands in a row, and the player does not execute them, but sells them as prisoners in the tavern.
Then the next time you meet the opponent, the opponent will walk around the player on the map, or if the opponent's attribute is not bold but cowardly during the siege, there will be a DEBUFF that reduces morale.
In addition to this game, there are many small details.
Any game that can bring players a better sense of immersion is actually not bad in terms of detailed content.
Especially the role-playing genre of "Horse Riding and Hacking", in addition to the player's experience of war, there is also the fun of horseback riding and slashing, and playing a general or a hero is also a very core gameplay in the Calradia continent.
The first work of the T Society in the dream memory took several years from its birth to the subsequent polishing, and the second work took ten years, so that the players were about to cry when they waited, and it was ridiculed that only long-lived people can play Ride and Slash 2.
In fact, this is directly related to the size of its small workshop, the lack of manpower, and the fact that its team is not as bold as another Polish game manufacturer, daring to put all the profits of its previous success on a single game, either succeeding and becoming famous, or failing to die, and there is no saying that even if it fails, there will be funds left to start other projects.
Of course, the reason why I don't dare to gamble like a stupid donkey in Poland is that the T Society itself is located in Turkey, and the turbulent situation environment also accounts for a large part of it.
For these reasons, it was developed for ten years, and the game itself didn't add many details to it.
It's not that the game itself doesn't need it, it's just that it doesn't have enough resources.
If it's an action-oriented game, adding strategy gameplay and details to it, then this is something that is not needed, and it may not become the essence or even add to it.
However, as a role-playing game that needs to give players a certain sense of immersion, and is also a semi-open dynamic world, "Mount & Blade" needs to make players feel more realistic and more immersive in the details of the game, this answer is obvious.
Of course, not every player likes the kind of realistic and slightly hardcore combat of "Mount and Blade", and many players who hold a horse as a tens of millions of enemies to mow the grass are quickly confused and then persuaded to quit after entering the game.
Especially in the mode of real damage, if you really want to do this kind of thing, it is simply no sense of experience.
Riding a war horse, holding a spear, he went straight to the enemy camp, and then the knife and axe man on the opposite side had already prepared, and the horse that sat down with his hand raised died, and then his own people were cut down by others before they could get up.
I can't survive for three seconds, and then the whole person's perspective changes to God mode and starts to SEE the whole audience.
And it is precisely because of these reasons that many players complain.
Of course, it's more about the players who think about it, figure out the game mechanics and invest in it.
"Mount & Blade" is a game that can be said to be completely different from "GTA" and "God of War".
In a genre, Mount & Blade is actually a bit like games like Dark Souls.
Because players need to have a certain basic understanding of the game, at least know its gameplay to be able to feel the fun and can't extricate themselves.
In the same way that the player in "Dark Souls" embarked on the road of spreading fire, just encountered the ashes of Guda and was chopped into a muggle with a knife and looked confused, "Mountback and Blade" just got started, especially did not choose the easy difficulty, but directly started the real difficulty, most players are estimated to start their first captive career in an unknown mission, or choose the wrong target of the bandit's journey.
But it's also like "Dark Souls", where players die in various ways after getting started, and the whole game experience is confused, but then they understand the game mechanics under the guidance of the system and their own pondering, and overturn Guda, this breakthrough brings a high sense of achievement.
In "Mount and Blade", when players figure out how to make money, how to train and upgrade to expand their influence, and let themselves command more and more troops, watching themselves go from a lonely man to a lord who commands all armies, this kind of growth brings a full experience.
And unlike ordinary war strategy games, it has the feeling of role-playing type "Horse Riding and Blade" with the feeling of a big battlefield, and the soldiers around you are not like in RTS games, just as a simple number of troops, which gives players a real sense of immersion.
……………………
However, compared to ordinary gamers who simply play "Mount & Blade", there is a special small group of people who are eyeing the game "Mount & Blade".
That's the game mod developer.
Most of the mods in the game are basically purely for love.
Because I like a game, and then I develop additional third-party content for that game.
Regardless of whether there is a return or not, the difficulty of mod development alone is enough to make people feel miserable.
For example, many games, in order to prevent cheating, can be said to be a good example for mods, while some games are purely for better DLC sales.
After all, your MOD content is out, and the game is so complete, so how can the DLC content of the follow-up game come out?
However, considering the attraction of MOD to players and the impact on the life of the game, most manufacturers have a very vague attitude towards MOD, and do not support or oppose it.
Not to say that the game manufacturer that is the most open to mods among game manufacturers, it is undoubtedly Nebula Games.
From the earliest "Isaac's Bondage" to the later "The Elder Scrolls: Skyrim", a mod community has been created, and corresponding tools have been provided for mod developers, as well as a follow-up Warcraft map editor, which rewards popular mods with cash wages, including maps with a certain popularity, which can also be sold as game content alone, as long as players buy it.
It can be said that among the major game manufacturers, Nebula Games is the first to support MOD content.
And the current mod in "Mount and Blade" has calmed down all mod developers.
Can the VR platform also develop corresponding mods?
Is this really a mod?
Not a brand new game?
All players who have played "Mount & Blade" and done mods have been stunned after seeing the mod of "Mount & Blade" in the Three Kingdoms.
Of course, the MOD makers also know that this quality MOD is basically what Nebula Games can make, after all, the corresponding modeling and corresponding lines in it are all a lot of silver.
From this mod, it has also made some discoveries for many mod makers.
They can't do this modeling that requires monetary costs like Nebula Games, but simple modeling, coupled with changing the text skin of the game, with the game content of "Mount and Blade", can be made into something they like!
And if you look closely, it's actually not that difficult.
This mod of the Three Kingdoms is completely based on the content of the "Mount and Blade" body, including the economic system in the game, the combat system, and even the unique fighting system that seems to belong to the Three Kingdoms, but in the main body, isn't it the arena and the heads-up system of the bandit leader?
In other words, although this mod looks shocking enough, the real amount of engineering is in the modeling and text content.
Does this mean that they can also make mods with such content?
For example, the battle of Kyle Mohan in "The Witcher: Wild Hunt" is truly reproduced in "Mount and Blade", the world war in "Battlefield" is also moved to "Mount and Blade", or the war between the Storm Cloak and the Empire in "The Elder Scrolls: Skyrim" is transferred to "Mount and Blade".
And they don't need to do these modeling, just by unpacking the materials of the Nebula game, "The Elder Scrolls: Skyrim" has maintained enough vitality until now, isn't it because of the Nebula Games' support for mods?
For example, the modeling of many of its games can be directly loaded by unpacking and using the mod editor.
And just when many mod makers thought so, Nebula Games and Yang Chen's official blog also sent the latest news, which made many mod makers around the world can't believe their eyes.