I Created a Game Empire

Game enthusiast Wang Chuan unexpectedly arrived in a technologically advanced parallel world.

What? Games are the Ninth Art, no less significant than music or fine arts.

Thus, starting ...

Chapter 325: Everything for the Players

However, with Wang Chuan in control, this area will not be a difficult task.

At the same time, the action material needs to be constantly modified based on the material produced by motion capture.

Then in the game, the most perfect action effect is presented.

At present, when Wang Chuan was developing "Escape", he also acquired a motion capture studio in the industry.

Therefore, there is no need to outsource the art of these contents.

The entire combat system is a relatively core content.

The rest of the game doesn't take up much time either.

In terms of map and level design, the various areas of Dark Souls are interconnected, which is relatively complex.

Because this is a standard through-type design.

For example, if the player goes from area A to area B, and then finds that there is a small path in area B that leads back to area A.

When I finally headed to area C, I found another small path that led me back to area A.

This is actually the standard Metroid map design technique.

However, in "Dark Souls", the 2D horizontal version has been transformed into a true 3D stereoscopic mode.

Similarly, the difficulty of production has also been raised to a higher level.

Just like an elevator, a one-way door, and a locked door.

This kind of content with some puzzle exploration has also become a unique feature of "Dark Souls".

The map design of this mode is also regarded as a classic by players.

After Wang Chuan gave the sketch, the design progress was pretty good.

In terms of art and music, there is basically no problem.

Compared to when "Warcraft" was first developed, the current Royal Road Game team can be said to have grown a lot bigger.

Including the work area has also changed from the original single-story to the current double-story.

In addition to some complicated art materials, such as stones and trees, these art models that are only used as different decorative fillers are basically outsourced dirty work.

There is also a team that is working on building weapons. After the construction of these original paintings, the output of the art model is also the dirty work outsourced to the team.

But compared to the art team.

Wei Wei and Qin Ming are responsible for data and content design.

At this point they had already noticed that the game "Dark Souls" had some different content.

"Boss Wang, there's no minimap in Dark Souls?"

Wei Wei stood there blankly, staring at Wang Chuan with wide eyes, and asked in disbelief.

"That's right. Only in this way can players better experience a real Dark Souls world!"

Hearing the other party's question, Wang Chuan did not hide it, but nodded and spoke frankly.

There is no mini-map to guide you, which is one of the major features of Dark Souls.

Collapsing in the Sick Village and getting lost in the Farran Grave Pit can be said to be a common experience shared by countless Souls series players in the first round.

This design has both advantages and disadvantages.

The bad thing is, of course, as mentioned before, players are likely to get lost.

The good thing is that it can make players feel more involved, and at the same time, when they find shortcuts in the game map, they can have a greater sense of accomplishment.

The sense of accomplishment can be said to be a core element throughout the entire "Dark Souls" game.

Defeat powerful enemies that seem impossible to defeat, die again and again, and finally defeat the enemy.

The indescribable sense of accomplishment you gain when you defeat your enemy is what makes Dark Souls so fascinating to players.

The map has a complex and exquisite structure, which is also a major feature of the Souls series.

If a minimap is added, wouldn’t this major feature be directly abandoned?

This is such a loss, so it’s better not to add it.

As for not knowing the way?

That doesn’t matter. Just die a few more times and run back and forth, and you’ll get to know each other, right?

"Boss Wang, do we really not need to lower the value of this monster a bit?"

"Although this is a hard difficulty, the stats of this Lothric Knight seem a bit too high."

Qin Ming stood aside, looking at the data charts on the computer, and said with some hesitation.

"Huh? Who said this was a hard difficulty? There's no option to adjust the difficulty in Dark Souls!"

Hearing Qin Ming's words, Wang Chuan turned around with some confusion and said with a frown.

What?

Did he hear it wrong, or did Mr. Wang say it wrong?

No... no difficulty adjustment mechanism?!

After hearing Wang Chuan's words, Qin Ming and Wei Wei, who was puzzled beside him, couldn't help but widen their eyes and looked confused.

Qin Ming was stunned for a moment, then turned around and looked at an attribute of the Lothric Knight on the computer.

This thing is just a small monster!

Just slash the player twice and he will probably die.

"Boss Wang, is this attribute really, really okay?"

Qin Ming swallowed and said hesitantly.

"Of course there's no problem. Don't just look at his attributes, look at the combat system design in the game."

"Most monsters can be backstabbed and deal a lot of damage. They also have shield settings and invincible roll settings."

"Thinking about it all, is this little monster easy to deal with?"

"If the monsters' attributes weren't higher, wouldn't the players be invincible? If the game wasn't difficult at all, would it still be fun for the players?"

“So, actually, this game is not difficult at all, and we are also considering the players.”

An inexplicable smile appeared on Wang Chuan's face, and then he explained to Qin Ming seriously.

After hearing Wang Chuan's words, Qin Ming felt a little dizzy.

Why do I suddenly feel that this feeling is so familiar...

It seemed like the last time, Wang Chuan asked him to play "Dig for the Ascendancy" and said that he was teaching him how to learn level design. It felt the same as that time.

This thought suddenly flashed through his mind, and then he shook his head.

No, how could I think of Mr. Wang like this?

How could Mr. Wang be so bored that he designed a game with such a high difficulty level just to torture the players?

After feeling guilty for a while, his thoughts returned to the main topic.

Mr. Wang’s statement.

It seems...it seems that there is some truth to it.

But the problem arises again.

Theoretically, as long as the player doesn't get hit, he will be absolutely invincible and can kill the monsters with just three punches and two kicks.

But what if the player gets hit?