Chapter 620: Monster Hunter, Hunter is a Verb!
"Mr. Yang, what does this mean by high difficulty?" Wang Ye asked tentatively towards Yang Chen.
Showing a kind smile, Yang Chen smiled: "Didn't there be a lot of players in the previous "Witcher: Wild Hunt" who were a little disappointed, hoping to experience a more hardcore action game like "Wolf: Shadow Passed Twice" and "Dark Souls"?" This is to satisfy the players! ”
After speaking, after a pause, he thought of something again, and Yang Chen then added: "In addition, it is also to match the name of the game, does the theme match." ”
Theme compliant?
Hearing Yang Chen's words, Wang Ye and a group of people were a little confused.
Didn't understand what that meant.
Where does it fit?
"Monster Hunter", isn't it just to tell players that this is a hunter who plays a monster hunt?
How does this fit in with high difficulty?
Looking at everyone's puzzled looks, Yang Chen smiled, and controlled the mouse to stay on the word 'hunter' in "Monster Hunter" projected on the big screen behind him.
"The Chinese culture is broad and profound, and you can understand this word not as a noun, but as a verb."
Nouns, verbs?
Wang Ye and the others were stunned for a moment and didn't react at first, but then they passed in their heads and were instantly shocked.
Hunter! Hunting, people!
Monsters, hunters, people!?
It's a fuss!
Co-authors are waiting for players here!
Use ordinary weapons, plus firebolts at most, and go hunt for huge dragon creatures.
After thinking about it for a while, everyone couldn't help but shudder, it was too much!
This also keeps the players alive!
"Okay, don't make a fuss, just talk, in fact, the difficulty design of "Monster Hunter" will not be much more difficult than "Wolf: Shadow Dies" and "Dark Souls". Yang Chen said with a smile.
He's not a devil, although "Monster Hunter" may indeed be so difficult to lose compared to ordinary games, but this game is not a sledgehammer's "Digging for Ascension", and "The King of Jumping", a game that deliberately tortures the player's mentality.
In addition, the game also adopts a relatively open strategy, and this is a stand-alone game that can be connected to the Internet.
This point is still very important in Yang Chen's opinion.
It's different from a regular single-player game, but with online features.
In those games, the content of the single-player experience is different from the online part, while in the online part it is similar to creating an account and then saving the data in the server.
But in "Monster Hunter", the player's data will be two backups in the local cloud, even if the content of the single-player game is saved locally, when updating the cloud, the player can still save the progress and data of the single-player push.
Similarly, if you want to enjoy online hunting, you can choose to team up with other players and open up party permissions.
However, this does not make the hunting in the game any less difficult, and the amount of health of the monster will also depend on the number of players
At the same time, in the game, it will also add a weakness feedback effect to the monster.
For example, when some monsters attack their heads, the damage they take will become very high, and attacking various parts of the monster can cause them to enter an unbalanced state, which can almost be understood as a state of stiffness.
"The location determination system, this will be a major system in Monster Hunter." Yang Chen looked at the people on the team and said.
Since the pursuit of making players feel the most complete hunting experience, it is necessary to follow through to the end.
For example, if the player keeps staring at the BOSS's feet to attack, for the BOSS who is not a weak point, the damage will be very low, but as long as the player's pedicure and foot rubbing skills are good enough, when the value reaches a certain level, the BOSS's feet can be cut off, so that the BOSS falls into an unbalanced state.
Although many games will joke about the operation of giving the boss a pedicure when facing a large boss, in fact, this damage judgment is not backward, but to allow players to experience the game better.
Later, gradually the player felt unreal about this operation, so the game was derived from facing a huge boss, attacking a certain part will make the boss fall into the next stage, such as kneeling down or jumping on the boss's body.
In short, it is not to let the player get a pedicure all the time.
The same is true in Dark Souls, where many huge monsters are basically only able to attack their pubic testicles or pedicure them.
But in Monster Hunter, it's time for a different strategy, and the player wants to complete the pedicure hunter?
Actually, there is no big problem, as long as you don't die with a persistent pedicure, you can also kill monsters.
But the more effective way to kill monsters is definitely to use a variety of gorgeous combos to hit the monster's vital cumulative damage.
"Mr. Yang, why is the setting of monster blood hidden in the game?" Wang Ye next to him looked at some of the simple setting concepts of "Monster Hunter" and felt a little strange.
HP design, since the birth of games, especially RPG games, has been imperceptibly added to almost any game.
Even racing games, the wear and tear of the vehicle, and fuel consumption can also be seen as the amount of blood on the side.
Including some games with a time limit to clear the level, the time of the constant countdown can also be seen as the amount of blood.
But in "Monster Hunter", according to Yang Chen's settings, the hunter played by the player can only see the damage he inflicts on the boss, but he can't see the monster's blood volume, which makes Wang Ye feel a little incomprehensible.
"It's supposed to be to better bring the player into the hunting experience, right? Just like the UI advocated by the development of "The Legend of Zelda: Breath of the Wild", more game screen content is presented in front of players, increasing the player's sense of immersion. Chen Shu, who was in charge of art next to him, said thoughtfully.
Listening to the conversation between the two, Yang Chen couldn't help but smile a little.
"There's a point, but it's more just for players to fight the boss, and they won't be dissuaded by despair." Yang Chen smiled.
Why hide your HP?
Think about the player who has just entered the game, facing a huge dragon boss, and rushing up with the knife in his hand to give the boss a pedicure over and over again.
Then looking at the non-stop beating of the damage value, and the BOSS's almost unchanged health bar, how much psychological pressure is this!
Hide the boss HP setting, which is good for players.
As for not hiding damage, it's so that players can find the weaknesses of the boss.
Pedicure attacks more than a dozen points of damage, hitting vital points of hundreds of points of damage, as long as the player is not stupid, they know that kind of attack is more efficient.
After listening to Yang Chen's words, Chen Shu pursed his lips with Wang Ye and the others.
Mr. Yang, let's be a person!