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Almighty Video Game Designer Chapter 556

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Chapter 556: Thunderbolt entertainment: dark G.o.d Factory!


Translator: 549690339


Not long after dark Souls and Knight’s glory were released, major domestic and international video game media released their reviews of the games.


To everyone’s surprise, even in Europe and the United States, Dark Souls was a one-sided success!


The Western video game media praised Dark Souls even more than the domestic media, which made many players wonder how much money Chen Mo had given them.


Some European and American video game media even gave Dark Souls near full marks, especially in terms of combat system, level design, world design, and so on. Some media even called Dark Souls the “unique cold weapon combat design masterpiece”, and even called Thunderbolt entertainment the “dark G.o.d Factory”!


As more and more game reviews were released, players were surprised to find that even in Europe and the United States, Knight’s glory was completely crushed by Dark Souls. Whether it was professional reviews, player ratings, or sales, Dark Souls had completely surpa.s.sed Knight’s glory, and it was still showing a rising trend!


As more and more professional reviews were released, many players began to understand where Dark Souls ‘unique charm came from.


It had to be said that ordinary players paid more attention to the experience and feelings they gained in the game, while professional media would a.n.a.lyze the design of a game more accurately. Such reviews often paid more attention to the artistic quality and design techniques of the game.


After the video game media a.n.a.lyzed Dark Souls, they summarized the advantages of the game into three aspects.


The first was the rich combat system. There were many kinds of cold weapons in Dark Souls, many of which didn’t exist in real life. Moreover, these cold weapons had their own uses.


Players could use daggers, swords, and other weapons for speed and agility. They could also use greatswords and warhammers for damage. However, different weapons had different characteristics. No matter what weapon was used, there would be corresponding weaknesses, and these weaknesses had to be compensated for by good operation of the player.


This was a stark contrast to Knight’s glory. Although Knight’s glory was born out of real-life combat, its combat methods were very simple. Most of the time, it tested the player’s reaction speed and character attributes.


However, in Dark Souls, there were many combat techniques. Players could even predict the opponent’s attack in advance and interrupt it. At the same time, they could use special mechanisms such as s.h.i.+eld reflect, roll, backstab, and execution. The entire combat system was very rich.


The second point was the design of the levels. In this world, the mainstream level design was still based on numerical values, which meant that the monsters became stronger and stronger mainly because their attributes were getting higher and higher.


Many game companies were even considering using various algorithms to make many monsters sp.a.w.n randomly. At the same time, they would give these monsters the corresponding attributes based on the players ‘level progress, creating a sense of randomness for the players.


However, in this mode, the players ‘experience of clearing the stage would become very boring. As long as the players’ attributes could crush the monsters ‘attributes, it would be a piece of cake for them.


If the player’s attributes were not up to standard, then the battle would be very painful. Even if the player’s skills were good, it would be difficult to pa.s.s.


However, Dark Souls chose another way, which was to carefully plan each monster in the level. Although the monsters would randomly sp.a.w.n in a small area, the overall configuration would not change.


In addition to the different characteristics of the monsters and their well-designed conspiracies, when the players challenged a certain level, it was equivalent to solving a puzzle.


Should he pull them out and fight them one by one? Or was it a terrain kill through a specific method? Or should he put on a specific piece of equipment and rush over?


Different players had different methods, but not all methods were suitable. Players had to repeatedly try to find the best solution to this level.


At the same time, the design of all monsters being resurrected after using the bonfire, although it greatly increased the difficulty of the game, it also ensured the completeness of the level design to the greatest extent.


If the monsters didn’t resurrect, the players only had to slowly grind them one by one, and one day they would clear the game. However, this was obviously not the original intention of Dark Souls.


Dark Souls hoped that players could solve the puzzle perfectly and move from one bonfire to another with limited HP and potions.


Although this kind of level design was very difficult and even despairing for many people, it ensured that the level experience in Dark Souls was always maintained at a high level without any discount.


Moreover, the reason why Dark Souls was so popular was not because it was difficult, but because it was difficult for a reason.


The meaning of this game was not in the suffering itself, but the sense of accomplishment that came with the suffering.


In other games, the player’s character grew, but in Dark Souls, the player himself grew.


In the beginning, players had to drink elemental bottles to deal with a skeleton, but later on, they could parkour all the way to the boss room and kill the boss quickly.


From newbies to veterans, the players ‘characters might not have become much stronger, but the players themselves had become stronger.


The charm of Dark Souls ‘level design was that it did not deliberately make things difficult for the players. Instead, it guided the players through failure after failure, allowing them to try different methods and finally find the most suitable way to clear the level.


At the same time, Dark Souls brought the charm of exploration to the extreme.


Although it wasn’t an open world game, Dark Souls allowed players to explore a variety of routes.


Different areas had different difficulties. Dark Souls did not force players to follow a certain path. If some big shots killed the old lady and defeated the dancer after defeating the second boss, they would enter a high-level area like roserick city.


At the same time, there were a large number of hidden items at the corners of the map, which hid the unknown history of Dark Souls.


Through the brief description of the item, the player could imagine the story behind the item and the world background of Dark Souls.


The third point was the unique characteristics of the game. Although many people already had a certain understanding of Diablo since the early days of Diablo, it was clear that the release of Dark Souls had pushed the concept of Diablo to another level!

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Almighty Video Game Designer Chapter 556 summary

You're reading Almighty Video Game Designer. This manga has been translated by Updating. Author(s): 青衫取醉. Already has 343 views.

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