433. The fire is about to go out, but the king is nowhere to be seen.
Lin Yao put aside the Artorius she had drawn with her itchy hand, turned around and opened the document on the computer.
Get ready to start coding the plan.
In fact, "Dark Souls" is more depressing and gloomy than the two sequels.
Because this is Miyazaki's most self-liberating work.
It's really full of malice.
Let's talk about maps.
Although Soul 3 also has disgusting maps, because the number of bonfires has increased, it is actually not that painful in comparison.
As for the snowfield outside the wall in Soul 2, it doesn’t count, because the old thief Miyazaki was working on Bloodline at that time.
But Soul 1, the ruins of Xiao Delong, the ancient city of Sain, and the sick village... these maps really embody all the malice of the old thief Miyazaki!
Especially the map of Sick Village.
If it weren't for seeing the witch Clara Sister later, Lin Yao would have given up playing this map...
What’s even more outrageous is that…even though these maps are very sparse in nature, there is no teleportation mechanism in the early stage!
He died accidentally.
The three hundred and sixty mile journey was really uncomfortable.
But on the other hand.
It's disgusting, but you have to admit that the map design of this game is really good.
After all, it is a Hakoniwa map.
The so-called Hakoba is a borrowed word from Japan. The word itself refers to a special kind of bonsai. The Hakoba theory was proposed by the famous Mario producer Shigeru Miyamoto. Simply put, it refers to the game.
There are various differences between scenes, which makes players feel interesting and fresh when switching between scenes in the game.
The biggest feature of the Hakoba map is its exquisiteness!
It's like creating a beautiful and exquisite courtyard in a limited box space for players to explore.
Most Japanese game producers are very good at this aspect.
After all, they invented the theory, and in China, the general level design is just level design, what kind of box garden, all the bells and whistles...
Among them, the pinnacle of Hakoniwa level map design is Dark Souls.
In fact, many players have the same feeling when playing Dark Souls 1 for the first time, that is, when pushing the map, they have walked a long way, but when they turn a corner and open a shortcut, they suddenly feel so familiar again... this place
I have been here before, and after detouring for so long, I actually came back.
And this is the most exquisite design of the Dark Souls map.
certainly.
It is precisely because of this characteristic.
It is easy for players to wander around and end up in a place that is not at their current level, and then be hacked to death by mobs, followed by a 365-mile journey...
This can be considered a kind of malice...
By the way...should we change the transmission mechanism?
Lin Yao's slender fingers resting on the keyboard paused for a moment, then slowly shook her head.
Not necessary.
If we really want to talk about shortcomings, players who don't like games like Dark Souls can name a lot.
For example, harsh death and loss of souls, escape punishment, full of malice, and strong sense of frustration...
These shortcomings were not a mechanism to dissuade players before Dark Souls came out.
Because games are becoming faster and easier every day.
It's so simple that playing the game seems like watching a movie, rather than breaking through a game and diving into the gameplay. Players can even play unparalleled...
Most games still have difficulty, which basically only exists in pvp gameplay, that is, the confrontation between players.
It is now difficult for stand-alone games to allow players to challenge themselves and give players a corresponding sense of accomplishment after completing the game.
Lin Yao is not saying that it is wrong for games to be simple. Everyone has worked hard all day at school or at work, and when they come home and open the game, they just want to find some quick and simple happiness.
But whether it was her previous life or this world, the game environment earlier was not like this...
The games at that time were also very difficult, and there were no strategies and very little guidance, but players were willing to ponder it, because the more difficult the game, the higher the sense of accomplishment after clearing it.
This market still exists.
Lin Yao still remembers the first time she played "Dark Souls" and how she felt when she saw the demon of the Immortal Academy not long after the game started.
The demon's huge body makes the characters she controls seem extremely small.
It's a fierce attack, paired with epic music, and the sense of oppression is immediately heightened.
When she played the game for the first time, she felt that the character she controlled, the protagonist, was just a weak mortal.
And this feeling is really hard to find in other games.
This is also what Lin Yao believes is the biggest selling point of "Dark Soul"!
When the player fully realizes his own weakness and accepts that the character he controls is a mortal who can be easily killed by mobs, he begins to carefully look at the weapons in his hands, learns to think carefully about the current situation, and learns to calmly deal with the battle.
Scenes, learn to observe, summarize, think, respond, and restrain your fear, impatience and greed.
Then we traveled a long way, saw a boss that was so oppressive, and the background music seemed to be talking about being invincible, and finally defeated it...that sense of accomplishment was really great!
There will be a real sense of growth and technology becoming stronger.
Just like playing those incredibly difficult FC games when I was a kid, the feeling of finally clearing the level is exactly the same.
It is precisely because of this.
When Lin Yao played the next two generations of Dark Souls, she didn’t watch the guides or videos, she just started the game on her own.
Because he doesn't want to be spoiled.
That feeling of finally meeting the boss after going through all the hard work is really great!
certainly.
It feels great, but it also dies miserably...
In "Dark Souls", if you want to clear the boss for the first time, you basically want to eat shit.
The difficulty of Dark Souls is actually full of malice and unknowns, which require players to become familiar with and adapt to.
Well, it’s equivalent to forcing every player to be a copy master...
Speaking of which...
This game is not difficult either.
You can pass as long as you memorize it!
Lin Yao smiled and then began to code the obscure plot in the game.
This is also one of the selling points of Dark Souls - the dark and depressing world view and story, as well as the deep sense of fate in the ending of cause and effect.
"The fire is about to go out, but the king is nowhere to be seen."
"The only thing that greets the belated hero is the fireless sacrificial site and the silent bell."
"The ancient times were originally an era of thick fog, giant trees and immortal ancient dragons.
Until one day, the initial fire was lit under an ancient tree..."
Lin Yao's coding speed was very fast.
But as soon as she finished typing the beginning, a voice came from behind her and read the words she had digitized.
"You haven't left yet?"
Lin Yao was in a hurry to code the plan, and she didn't even notice Zhong Xiu standing behind her, so she was shocked.
"I've always been here... The story this time sounds like a Western fantasy style? Is the handsome guy coming again?"
Zhong Xiu smiled coquettishly and then asked.
"Almost...do you have anything else to do?"
Lin Yao changed the topic. Under normal circumstances, Zhong Xiu would not disturb her.
"Oh, yes, I was just going to tell you something about opening black software." Zhong Xiu replied.
“What’s wrong with opening blackware?”
"I recently saw news that the new generation of mobile communication technology has made a huge breakthrough. I think this is an opportunity for Kaihei, so I wanted to tell you and ask you if you want to prepare."
"……ha!?"
When Lin Yao heard this, she was stunned for a moment, then stood up straight away.
No way……
She just thought about the problem of mobile phones and the impact of mobile games on the traditional game industry. The future is coming?