MTL - Tokyo Video Game Tycoon-Chapter 903 torture game

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  Chapter 903 Torturing Game

  903

   "The president set the difficulty of this game so high. The previous games have never been so high. Will such a game be very popular?"

   On the floor of the City Development Department, the core of the development team is conducting a seminar on Sekiro development.

  It has been half a year since Zhu Youxing gave them Sekiro Shadows Die Twice’s gameplay and worldview settings, and they have almost built the general framework of the game during this time.

   But the framework of the game is actually not a problem.

  The volume of the game itself belongs to the mid-range level, but the quality of the gameplay and other aspects is top-notch.

   This is a game that focuses on gameplay and plot, but on technology.

  This is a breeze for the Tenth Development Department, which has always attached great importance to the development of technical gameplay.

  Before they have participated in Wario Manufacturing, motion-sensitive games such as Ring Fitness Adventure, and Yuxing motion-sensitive sports games, etc.

  They have dabbled in all sorts of gameplay technologies, and it's sort of an experimental department within the company.

  They came to develop the wolf quite smoothly.

   It's just that after they finished building the framework, they discovered a more realistic problem in the game.

  This game... is not difficult.

  The protagonist himself is an ancient Japanese warrior or ninja. His story is to find and protect his young master.

In this process, he needs to hunt and kill all the way interspersed, and every time after sitting Buddha as described by Zhu Youxing, all the enemies and monsters will be refreshed, and he must enter the next place where he can sit Buddha. Pass a checkpoint briefly.

   To put it simply, this game does not have that kind of restricted very dead level interval, and some are relatively free forms of sitting Buddha to pass the level.

   This is also a fairly novel gameplay.

  At least in this world, this kind of soul-based gameplay has not yet appeared.

   Only recent works that emulate Dead Cells and other Metroidvania games have appeared.

  But there are still some essential differences from a wolf.

   And the fascinating part of the Sekiro game is also very clearly pointed out by Zhu Youxing.

  That is to allow players to grow themselves through continuous death.

  That’s right, it’s not character growth in the game.

  The growth of characters in the game is very limited, and each level increase can only increase a very small amount of ability.

   When facing many very powerful enemies, this kind of improvement can only increase the probability of error tolerance, but it cannot solve the fundamental nature of the character's own weakness.

   To be honest, everyone in the tenth development department has a hard time understanding what makes players happy in this kind of game.

   This is simply a sadistic game.

   You can see that the current Monster Hunter is developing in the direction of light weight and simplicity, and the overall difficulty of the game is actually decreasing.

  Monster Hunter World has further lowered the overall difficulty of playing Monster Hunter to a level, and the reward is that the overall sales of Monster Hunter World have increased by millions compared with previous works, becoming the best-selling game in the Monster Hunter series.

  But this Sekiro Shadow dies twice? Once again, the overall difficulty of the game has been increased crazily.

   Can't understand.

   The development team really doesn't understand.

   Facing the questioning voices from the core backbone below, Rin Jiang Chuan actually resonated very much.

   "Let the player's own growth be regarded as a kind of cool point? But won't this kind of abuse of players make the player give up the game from the beginning? Since the player gave up the game in the early stage, how can it be cool point later?"

Jiang Chuanren looked at their questioning expression and said: "This is the core of the gameplay proposed by the president. I know you have a lot of doubts, but the president has already said that after the semi-finished product of this game is actually produced, we will You will also understand the fun of this game."

"Well, to be honest, I actually think it's interesting to add more fragmented narratives in the game proposed by the president. Through continuous exploration in the world, we can piece together the general appearance of the entire game world. It’s a boon for a collection party.”

   "Oh, by the way, I also like the map design with sufficient depth proposed by the president. Although this makes our map designers go crazy, this very perfect map depth really attracts me."

   "Stop talking! I'm going crazy when I mention this map design!"

  Besides, the backbone of the team responsible for leading the overall design of the map looked pained.

   If you want to say what is the most torturous part of the wolf game, there are probably two aspects.

  One is that Zhu Youxing has very exaggerated requirements for the sound and movement of the sword hitting, which caused the motion capture team to go crazy.

  The other one is the team responsible for map design.

  The entire wolf map is simply a nesting doll-style design.

   This is a brand new map design that they have never touched before.

  In fact, this kind of map design is also quite common in games of the Galaxy Castlevania type.

   It is nothing more than the places you walked in the early stage, you can get some key props in the later stage, or you can find some organs that can be unlocked, and then return to the previous map for new exploration.

  Just the short path at the beginning of the game has actually hidden the necessary path for several key plots in the later stage of the game.

  That is to say, from the beginning of the game map design, the depth and the story plot must be bound.

  Games of the Galaxy Castlevania type are actually not too complicated because of the perspective of the 2D horizontal version.

  But when this kind of map depth design is applied to 3D games, the difficulty of this map design is really increased geometrically.

   No wonder the map designers get mad.

  Zhu Youxing gave the entire worldview setting and the gameplay design of the game, but it is difficult to remember the details of the map in the game too comprehensively, so he can only ask a special design team to design a new large map.

   It is necessary to take into account the gameplay of the game itself, and also follow the gradual process of the game itself from the inside to the outside.

"I'm sorry to talk about your sadness, but I think if you can make a breakthrough in map design, this game will definitely shine on the map. Maybe this is also the attraction of the game one?"

   After being comforted for a while, the person in charge of the map design also felt a little better.

   But it still can't stop his resentment towards the map design itself.

  Rinto Jiang Chuan also asked at this time: "Okay, I will summarize the difficulties and questions you raised and study them. Now let's summarize the progress of the game development."

  (end of this chapter)