Chapter 1307 Complicated official truancy mechanism
Li Yada's words doubled Yan Qi's confidence.
Although it was hearsay, Yan Qi could not confirm the authenticity of this statement, but he had to admit that these words were very enlightening for him.
Moreover, it did provide him with an idea for designing games.
You can try this idea first. If it doesn't work, then let's talk about it. Anyway, give it a try and write a design draft without spending any money.
Yan Qi carefully saved the documents recording these contents for fear of losing them.
Then, he began to compare these contents and began to think about how to make his new game.
"First find a suitable entry point."
"Well... it should be the difficulty of the game."
"For action games, the specific level of difficulty is very important, and it can be considered using the 'spiral' method that Sister Li said."
Yan Qi's brain worked quickly and he entered a state of contemplation.
He tried hard to put himself into Mr. Pei, imagining what he would do if Mr. Pei decided to make an action game.
One thing is certain, Mr. Pei will definitely make major changes to the approach of "Return to the Shore".
And this kind of major reform is not an overthrow or a regression, but a spiral upward.
The initial difficulty of domestic action games was too low, not challenging for players, and the monsters did not do enough damage, so it didn’t matter if players were hit a few times, they almost never died, and there was no punishment mechanism after death.
It is precisely in response to this point that Mr. Pei made the design of "Return to the Shore".
Now that Yan Qi wants to go against the grain of "Back to the Shore" and make innovations, he must not go backwards.
How to distinguish it from "Back to the Shore" without going backwards is a question.
"The difficulty definitely cannot be lowered, at least not too much."
"On the premise of ensuring a certain degree of difficulty, players will be forced to delve into the game's combat system and level design. If the player just mows the grass along the way, there is no need to hide skills or use props, just press the attack button.
If you can pass the level, no matter how good the combat system and level design are, the players will not be able to experience it at all."
"But on the premise of maintaining the difficulty, we have to make a difference from "Return to the Shore"..."
"Um……"
"Skipping class?"
"It seems like this is the only way."
"But you can't escape casually. There must be certain restrictions."
"It doesn't have to be difficult all the time. It gets harder and harder. It can be simpler in the later stages. Of course, this simplicity is based on certain techniques and the official 'truancy mechanism'."
"That's right, official truant! It allows players to feel the hard-core charm of action games while also exploring a variety of ways to pass levels."
"And in the later stages, this fun can turn into the fun of outfitting and playing routines, which is equivalent to providing players with more diversified ways to clear levels and play methods!"
Yan Qi quickly thought of a solution.
Of course, the main reason is that all other roads have been traveled, and "Back to the Shore" is in front of him. In order to distinguish it from "Back to the Shore", this is the only road he can take.
The method Yan Qi came up with was to officially skip classes.
And this kind of official truancy is different from Pudu in "Return to the Shore".
Pudu's method of skipping classes still does not break out of the combat system of "Return to the Shore". It is a purely numerical skipping method. When dealing with specific enemies, this weapon has high damage and quick shots, so it can skip classes.
The purpose of the weapon Pudu is not only to allow disabled players to pass the level, but also to highlight the philosophical value of the game "Back to the Shore".
There are advantages, but there are also corresponding disadvantages.
There is no such thing as perfect game design. It will inevitably satisfy the tastes of some players at the expense of others.
"Return to the Shore" is actually a game that does not allow skipping classes. You can skip classes, but you have to make up for everything later.
Using Pudu to skip classes means that you cannot have a perfect ending.
But what if the designer adds more complex systems to this game so that players can pass the level with simple methods through spells, long-range attacks or special equipment?
In this way, the biggest problem is that the philosophical connotation of "Return to the Shore" is lost, but Yan Qi's work is not "Return to the Shore" originally. He cannot inherit this philosophical connotation, let alone reach the level of breaking the dimensional wall of "Return to the Shore".
The benefit of this is that the player base has been broadened, and for some players, the later stages of the game are more fun.
The game "Back to the Shore" actually emphasizes the player's own growth process, and the character growth in the game is very limited.
Some bosses can use initial weapons to defeat the final boss, or pass the level without any damage. This is the reason.
If the attributes of the final boss are tens of thousands or hundreds of thousands times the attack power of the initial weapon, then it is impossible for the player to pass the level with the initial weapon.
In order to allow players to better experience their own growth, "Return to the Shore" deliberately compresses the growth values of the characters in the game.
In other words, upgrading can make you suffer less, but it cannot prevent you from suffering; and after your own skills have grown, you can pass the level without any injuries even with a starting weapon.
This is the characteristic of "Return to the Shore".
Originally Yan Qi did not dare to deny it, but now Yan Qi realizes that he must deny this, otherwise the game he will create will be a parody of "Return to the Shore" and have no meaning of existence.
The solution Yan Qi came up with was to add back the character's numerical growth to give players another way to clear the game.
It doesn't matter if handicapped players skip classes all the way to pass, they can play however they want; big-name players can still challenge themselves, achieve various injury-free results, and be admired by others; in the later stage, after the player's skills have reached a bottleneck, they can continue
Play with character outfitting, explore game mechanics, and extend the life of the game.
After confirming this, Yan Qi began to think about how to "officially skip class."
"The basic combat system of the game can be regarded as martial arts, swords, guns, swords and halberds... various weapons have different uses, just like each weapon in "Return to the Shore" has different weapon skills."
"The battle system in addition to this can be regarded as an official truant, or it can be regarded as a way to reduce the difficulty and make it easier to pass the game."
"Actually, the method of skipping classes is very simple. It is nothing more than spells, long-range attacks, and some game mechanisms with powerful effects such as rebirth and temporary invincibility."
"The packaging of these contents, combined with the Chinese cultural background, can be made into different systems such as Taoism, Buddhism, Confucianism, and art of war."
"Taoist magic, the key words are alchemy, spells, channeling, formation, etc."
"The key words of Buddhism are body training, mind training, precepts keeping, salvation, etc."
"In Confucianism, the key words are studying things to gain knowledge, restraining oneself and guarding one's mind, etc."
"The key words in the art of war are bows and arrows, formations, the efficient use of various weapons and armor, etc."
"These four systems must be distinguished and each must have its own characteristics. Players cannot take into account both. They must choose the appropriate system according to their own weapons and play styles."
"These four systems actually assist and improve the character's strength, but they have different focuses."
"Taoist magic and alchemy can provide buffs to characters with excellent effects, but they have a certain duration and require the consumption of materials. Spells can buff yourself and restrict monster enemies. Channeling can summon ghosts and form formations.
By arranging spells in advance, specific effects can be obtained when fighting within a certain range."
"Taoism is more suitable for players who like to make full preparations before battle and pursue maximum improvement."
"Buddhism emphasizes the cultivation of the character itself. Body training can increase attack power and reduce damage. The effect is relatively long-lasting and does not require the consumption of materials, but the value is not as good as that of Taoism. When attacking specific monsters and enemies, Buddhism may also
Has extra damage bonus."
"Buddhism should be more suitable for lazy players. It provides a permanent buff effect. There is no need for complicated pre-battle preparations, and there is no need to worry about running out of materials in the middle of the battle."
"Confucianism, through studying things to gain knowledge, you can see through the boss's weaknesses, and you can strengthen your attacks to attack the boss's weaknesses. It will not improve the defense of the player character, but for players who are not injured, it is the best way to kill the boss quickly.
Good choice.”
"Confucianism is more suitable for boss players, because Taoism, Buddhism and the Art of War all have certain means of enhancing one's own defense and survivability, but Confucianism does not. Under the exquisite operation of boss players, Confucianism can defeat the boss faster.
For quick kills.”
"The Law of War allows players to better improve the lethality of bows and arrows, the defensive power of armor, and also improve the group gain effect when online or summoning NPCs. It is also a permanent buff and has good versatility."
"The Art of War is more suitable for players who are just getting started. Although it also consumes materials and requires preparation before battle, it is relatively simple to use and the effect is particularly significant in the early stage. In the later stage, it also has a good improvement effect on some partial gameplay, such as bow and arrow style."
"Players can freely choose among four systems according to their own preferences."
"However, there are restrictions on point distribution, just like talent points. For example, a certain system requires 100 points to get the ultimate talent, and players can only get about 220 points in total."
"You can choose to choose the ultimate talent in the two systems, or you can choose to give up one of the ultimate talents and use the points for mid-level skills in other systems. If you don't even use the ultimate talent, you can average points from the four systems."
"There is no standard answer to the point method. The key is to match your equipment and play style."
Yan Qi looked at the prototype of the core combat system he designed and nodded with satisfaction.
It feels quite interesting, at least it has a very obvious difference from "Return to the Shore"!