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Chapter 813 I will choose Ninja Dragon

Jester is still a little unsatisfied. After all, the game O has gone from peak to decline so quickly, which makes people feel that the previous O is just a false but prosperous one?

Of course not. The i era was indeed the peak period of o, without any falsehood.

However, this game ushered in a Maginot line of defense in the next version, Dunkirk-style defeat.

Before, the loss of PVE players, and then the loss of PVP players was irreversible.

Still touch this version.

Just as the progress of the separation of the first two versions of 5.1 in the national server had caused such serious consequences, Crab still decided to go online.

From this moment on, the PVP system of World of Warcraft was destroyed, and replaced by PVP players with the same profession and technology, which could no longer beat PV mixed-mounted players. The advantageous profession can directly fill up blood pressure until death. After the diversity of teams in the arena completely disappeared, the battlefield was also useless. If a previous treatment did not want to die, it could protect himself from death. The combat fatigue of this version increased to 45% directly caused if the DPS wanted to kill the treatment, the treatment would undoubtedly die.

A dress of magical outfit in a random battlefield will be powerful. If a horse can turn the tide, the era of turning the tide will end. Even if you pretend to wait 999, you will still have to be 496 when you enter the battlefield. The tiger cannot hold the wolf pack, and high-end PVP players will lose the motivation to continue.

Rareness of Thunder Island is another situation. PVP players are fighting a rare one, and there are a murderous pve player next to it. PVP players know that they can't beat it and can only hand over the control skills and combat skills to run away. When PV players fight a rare one, PVP players can only watch from a distance. Dare to get close?

This design idea from one extreme to another cannot be described as n, but it must be very stupid.

Why do you have to design this game so extreme?

After several times, in version 5.3, Crab still insisted on blocking the grave for World of Warcraft PVP system and trenching out all PVP players. The limit down line of paid users around the world has verified this.

Then there is the last version 5.4 of Crabs.

Because after this version, Crab left after leaving, he might think that the game of Fist is more suitable for his performance.

Overall, 5.4 is a pretty good version. The most important thing is that this attempt of Eternal Island has been loved by many players. The random group completely collapsed, causing casual players to find Eternal Island to be a good place. However, when crabs were designing the game, they were old and wrong again. The unrepentant crabs could not get rid of the problem of putting all eggs in the same basket called gambling luck. Let’s talk about the mechanisms of immortality, the Four Heavenly Gods and Fire Cows. Some people can go to Eternal Island for one-day tour of 535 to graduate and enter the sexual copy. If someone is born with an ugly black face, then he will never get any other immortal except the immortal in the box. He can only buy 600,000 eternal coins to exchange for immortality, and the time required is for several months.

The Four Heavenly Gods and Fire Bulls have performed their glorious traditions as always. In addition to money, they are also money. By the time the equipment is released, the player has graduated from 582.

It is worth mentioning that elasticity is a very good idea. Although it does not separate from drops, it can always play a role in training. However, the design team still did not find that the root cause of many problems is simply caused by drops and no separation. If they could realize this error at the beginning and correct it, the current situation might be different.

In short, 5.4 is a version that players revisit, and it is also a version of the national pve.

Ordinary PVE players finally found the feeling of 10 players fighting dragons (H) and 25 players fighting coins in the i era (foreign servers are flexible ~ 25 players fighting dragons and 25 people fighting H). The difficulty of the last three h of soo designed for high-end PVE players is also worthy of recognition and needing praise. Top PVE players can strive for the first kill after separation.

Finally, after successfully killing the Empire and O, the crab retired successfully, leaving behind a world full of devastated destruction. Players like to hear and see, and the hearts of the people are all celebrated and chased each other. Although the good times of the past are never returned.

Jester's thinking about O's design mistakes stopped here. The subsequent 6.0 is a version with obvious advantages and disadvantages. After the design team left and Flor returned, they still didn't know how to design this version of the game. Even the original creator of Flor's world was a little confused, because the design method of O was designed in two expansions.

In fact, when the crab left, od's shelf had been built by him.

The next effort is to repair it under this framework.

Therefore, although there are many good designs in 6.0, the disadvantages are also very obvious, especially the previous design team wanted to restore the entire land era of the 1960s, but they forgot to consider one problem, that is, after players have become accustomed to several versions of flight, they will be unacceptable and even unable to bear it.

I don’t know how many players left the game again because they couldn’t fly.

Although the flight can be unlocked later through achievements, because the requirements for this achievement are too high, it is too difficult to achieve this achievement.

Moreover, flying is for players to experience the game, but this time the design team seems to want to treat flying as a reward after experiencing the game, but what is the meaning of this kind of flying? A flight that requires the erudites of the past version, explores all the treasures, explores almost half of the treasures, and reverences of three new reputations. What is the meaning of existence after the player unlocks successfully?

These should be convenient for players to do it after flying, rather than flying after the player finishes. Then the player thinks, what's the point of flying when I have it? Because I have done everything I can.

Perhaps the only useful thing is that you can fly directly when practicing a small trumpet. After all, the achievements are shared by the pass.

Because o is the last game he wants to make by Jester, it is almost 1997 now. Basically, in two thousand years, he will start making this game. So, he needs to recall everything about this game in his mind, especially those major mistakes, so that he will not make the mistakes in it again.

In fact, many mistakes are not known to be wrong when designing. Maybe when designing, the designer thinks that doing this is cool and doing this is cool.

But after actually doing it, I realized that it was not good to do so.

These are experiences that are worthy of attention and reference, and they are also very helpful to make this landmark game better in the original historically.

After writing down everything he remembered, Jester put a thick stack of paper back into a new folder, but he was still asking himself a question now. If he had faced the moment when he chose one of the two "Wu Shuang" or "Ninju Dragon" after Odur, what would he choose?

He was still a little hesitant.

But after recalling the development and rise and fall of the entire O development, Jester suddenly discovered that this problem is actually a very simple problem.

Blizzard made countless mistakes in this game. In fact, there is only one mistake in the final analysis, that is, players are too compromising and they want to please all players too much, but not all changes can satisfy all players. If you please some, you will make the other part unsatisfied. If you don’t feel satisfied, they will ak.

Then if you think these people are akilled, I will change them again and want to satisfy these people.

But after you changed this way, those who were satisfied before were not satisfied. They were also ak, but those who were ak before did not come back.

In game development, especially such a huge project and game, players need to listen to their opinions, but don’t listen to everything. If everything is done according to the player’s requirements, then God knows what will happen.

Just like Odul, a good copy is a good copy. Even if it is not popular at the time, it will definitely be loved in the future. Why give up the most correct idea at the beginning and choose the way to kill the chicken and get the softness?

The designer's hard work is what players see.

Classics will never be erased.

"I will choose "Ninlong".

In the end, Jester gave this question a answer that belongs to him.

Because Jester's standard is to make a good game that he likes, he thinks good, he thinks excellent, and how to define good games. Every player and every player have different standards. When a PS player plays the At game, he may say that this bad game is not fun at all, but it is not that this game is not a good game.

Ultimately, if you judge whether a game is excellent or not.

That is to see whether the game can be accepted by the target group players. If the target group can accept it, then it depends on whether the number of this group is large enough.

This should be a standard concept of "good games".

Therefore, although the gameplay of "Wushuang" is accepted by players from the target group and there are many people willing to accept it, this is a good game.

But the same thing is said, in Jester's eyes, your fairy grass, my poison, he has never looked down on "Wushuang". Although the "Wushuang" series has many advantages in design, to be precise, there are many advantages. A game with no slightest advantage will not survive in the main story and the sub-letter. In total, there are almost more than ten versions.

I can't beat Jester but still don't like this game.

In the At game, what he likes is "Ninlong" not because he doesn't like a brainless game like "Wushuang", but because he doesn't like this brainless game like "The Legend of the At game like "The Legend of the Condor Heroes", because these are two styles that cannot be integrated completely.

arpgJest felt that the brainless feeling was more refreshing than anything else.

rpg is the game system and plot above everything else, PS games are killing faster and more than anything else. For example, people who play PS games are more irritable. For example, if you are killed by someone with a sniper in the game, you have to use sniper to hit it back. Generally speaking, people who can play PS to a high level have this kind of "irritable" personality.

However, at-game is a different style.

It is a kind of technical self-admiration, it is a kind of self-righteousness that is not sociable. Such a game is born to be uncompromising in terms of difficulty. If you want to experience the fun and happiness of this kind of game, you must practice your own skills. At the moment you can do it, that sense of accomplishment is unparalleled. This is the core of the at-game.

It is also the reason why at players are so loyal, because this type of game is so unsociable.

This is uncompromising and difficult to get started.

And if the At game is made like "Wu Shuang", then what qualifications are there to be called At? A game should have the characteristics it should have, and at is the same. Its gameplay and its core gameplay are destined to be a niche game and can only be accepted by a few people. This is determined by the nature of this game.

Jester finished some memos about some errors on the O development path.

Although it is still too early, the M-touch RPG game about O must be planned from now on, because this will be his last game. As a work that has completely left the game development industry, Jester wanted to make it perfect as perfect as possible. However, it is still far from being perfect.

Although the subsequent versions are mixed, many of the changes are still excellent and cannot be ignored.

Even if it is a crab, there are many mistakes, but there are still many good improvements. It makes O more friendly to the people-oriented changes, such as opening a random copy, which is a very excellent decision.

Of course, the design o will take at least three years to start. In addition to completing "Monster Hunter", I also have to develop a game for the new console, but the new console will be a somatosensory game console. This time the new game will be a game that is fully matched with the somatosensory game console. In Jester's vision, the prototype is "Super Magnificent Silver".

However, it still needs to be considered how to make it.

But in the final analysis, it is the easiest to do such a creative game first. (To be continued)
Chapter completed!
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