Game Making: Start By Healing the Player

Chapter 862: It's fighting, but not a fighting game

No depth?

Hearing the questions raised by Qin Yi and others, Chen Xu smiled and shook his head.

Indeed, when I first saw this game, I felt that this game simplifies a lot of content as much as possible.

It seems that the rubbing moves have been cancelled, and the percentage of blood bar settings has made the content of the big fight seem to have depth.

On the contrary, this game has a very high ceiling, even beyond traditional fighting games.

Because of the rules around the knock-up, it means that the game is not simply to clear the enemy's health bar.

It can also be knocked up, down, left and right, which also means that the map in the game has the concept of terrain killing.

If the player can be shot down into the cliff, there will naturally be corresponding countermeasures.

Li Hui is extremely important in Super Smash Bros. It can be said that to see if a Super Smash player will play this game, it can be clear from his Li Hui skills.

The introduction and combination of these contents will create a situation.

Because it will only be judged to be a failure by hitting the outside of the field, most ordinary players will focus on the center of the field to fight.

Coupled with the setting of no health bar, the two players can fight in the dark.

The master will lead the battle to the edge, and even solve the opponent off the field and in the air, which involves psychological games and on-the-spot reactions.

No matter what kind of system it is, in fact, a fighting game is essentially a guessing game. It is about on-the-spot operation reactions and psychological predictions.

As long as this element can be shown, as long as the balance of fighting characters is not bad, there will never be a lack of so-called depth.

"You don't have to worry about the depth of the game. In fact, compared to these contents, the most difficult part is the display of game culture in this game." Chen Xu looked at the crowd and said.

"The display of game culture?" Ruan Ningxue, Yang Xin and others didn't understand something.

"Because in this game, not only the IP of Nebula Games, but also some IP characters worth remembering in the history of the game will be added, including the music, venues that can show the series of games, props and fighting characters. , Including this game, we will also bring a huge single-player content to the players, and we need to show the series features corresponding to different game characters." Chen Xu explained in detail.

"So, that's why Mr. Chen let us play those old games before!"

Suddenly, Qin Yi and the others thought about how Chen Xu let their core members fully experience those old games one by one.

"Yes, aside from multiplayer battles, there will be a single-player story called 'Star of Lights' in the game. We need to design a unique big map, and then include scenes from various IPs." Chen Xu nodded.

Single-player content, the big fight in the plot is not complicated, it is simply the story of saving the world and heroes.

The core of the entire single-player gameplay is still the traditional collection element. The soul formed by the classic characters in each IP is divided into different attributes for players to collect and then strengthen.

Let the single-player story be like an RPG. Even players with disabilities can experience the fun of the game and clear the level by continuously collecting and strengthening the life and soul, and then choosing to lower the difficulty.

Compared with general fighting games, the content of the previous life's brawl can be said to be too exaggerated, not to mention the classic characters from various IPs.

The IPs represented by different characters have different maps in the game, and each map has three different forms. Players can switch between these maps seamlessly during the battle.

There are hundreds of maps in the game alone.

And the number of maps after switching forms is not added.

At the same time, there are thousands of original songs, and some players even teased that Super Smash Bros. is not a fighting game, but a music player.

In addition, according to different characters, the style of the map is also different, including the props and life soul in the game, it should have characteristics, not just a modeling and a name.

For example, mushrooms and invincible stars in Super Mario...

Every prop should give a sense of familiarity to players who have played these games.

No introduction is needed, even if you didn't recognize it at the time, you can recognize it as long as you use it and know which game you've played.

That's the magic of big fights.

Chen Xu didn't tell Qin Yi and the others about the content of this piece.

Because the main fighters also have various action moves, Chen Xu will be responsible for the latter.

The main direction of Qin Yi and the others is to shape the levels, scenes and art.

This can be said to be quite important for games like Super Smash Bros.

For example, the consequences of different IPs are that the art style is extremely chaotic, including cartoons, realism, and magic...

There are characters that are full of weapons like the flame, there are also family-friendly characters such as Mario and Yoshi, and there are more realistic styles such as Cloud and Sephiroth.

It can be said that how to integrate these different styles of characters together, so that players feel that they do not violate harmony, this is also a very important thing.

In the past life, the IP went into the game, especially when a bunch of IPs were combined together.

After the success of Super Smash Bros., there are also many game manufacturers targeting this area, some are opening new stoves, and some are constantly engaging in linkage.

Such as jump, Sony All-Star Brawl and so on.

But these games have all been reduced to pure fan harvesters, and none of them have achieved the same success as Freestyle Brawl.

Its main core is not only the gameplay framework and content, but also the most direct point of art.

Among them, such as jump is not bad, because it is based on Japanese comics.

For fan players, it is actually quite satisfying to be able to control their favorite manga or anime characters to fight, listening to the voice actors shouting exciting lines and gorgeous big moves.

But Sony's big fight can be said to be a typical negative teaching material.

In the game, we strive to restore every original character, which sounds very consistent with the original.

But in the end, it made the whole game out of tune, giving players the feeling that they were taken directly from their respective games.

Don't say go to play, just looking at it feels weird.

"I feel that the amount of work is huge!" Qin Yi couldn't help but marvel after hearing Chen Xu's introduction to this fighting game.

If they really want to follow this model, wouldn't they try their best to restore the scenes in those classic IP games.

And it is not to imitate the appearance, but to go deep into the inner.

For example, if you want to add elements of Dark Souls to this fighting game, how do you make players who have played this series smile?

There are many points, such as the Fire Dragon Bridge, the righteous plot killing from the sky, the storm that knocked down the tree, the praise of the sun, the moonlight sword...

Whether it is from Dark Souls to Bloodborne to Sekiro to Eldon's Circle, there are common points that can be found, but these things are only clear to players who have played them.

Instead of staying on the surface, such as adding a ghost, adding a bonfire, etc.

"Don't worry, isn't this the release of the new version of "World of Warcraft"? Players take it slow, we will do it slowly." Chen Xu said with a smile.

"But one thing is clear to everyone, that is, although this is the gameplay of fighting games, I want everyone not to do it with the concept of fighting games, but to keep the way we developed "The Legend of Zelda: Breath of the Wild" and "The Legend of Zelda: Breath of the Wild". The mentality of Super Mario Odyssey." Chen Xu said seriously.

That's the hallmark of big fights.

Although almost most players regard this game as a fighting game.

But neither the creative concept nor the official publicity is to use fighting games.

Because this game was originally positioned as a casual player.

In the previous life, Lao Ren also revolved around this part in the promotion and operation of the game.

The official events held by the company can't help but kill the map agencies, and increase the proportion of luck.

Originally, I wanted Super Smash Bros. to not become a professional fighting e-sports event such as EVO, but I couldn't find a good excuse. So after Sony Interactive Entertainment acquired EVO fighting event, I immediately found a reason to announce the official announcement overnight to make the chaos. The bucket project exits EVO.

If you do a big fight with the mentality of a fighting game, then it is destined to change.

Its core can only be: a light action game that anyone can play and have fun with.

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