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Not long after dark Souls and Knight’s glory were released, major dostic and international video ga dia released their reviews of the gas.

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

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

So European and Arican video ga dia even gave Dark Souls near full marks, especially in terms of combat system, level design, world design, and so on. So dia even called Dark Souls the “unique cold weapon combat design masterpiece”, and even called Thunderbolt entertainnt the “dark god Factory”!

As more and more ga 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 surpassed 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 ca from.

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

After the video ga dia analyzed Dark Souls, they summarized the advantages of the ga 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 warhamrs 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 thods were very simple. Most of the ti, 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 sa ti, they could use special chanisms such as shield 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 nurical values, which ant that the monsters beca stronger and stronger mainly because their attributes were getting higher and higher.

......

Many ga companies were even considering using various algorithms to make many monsters spawn randomly. At the sa ti, 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 beco 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 pass.

However, Dark Souls chose another way, which was to carefully plan each monster in the level. Although the monsters would randomly spawn 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 thod? Or should he put on a specific piece of equipnt and rush over?

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

At the sa ti, the design of all monsters being resurrected after using the bonfire, although it greatly increased the difficulty of the ga, 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 ga. 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 aning of this ga was not in the suffering itself, but the sense of accomplishnt that ca with the suffering.

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

In the beginning, players had to drink elental 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 beco much stronger, but the players themselves had beco 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 thods and finally find the most suitable way to clear the level.

At the sa ti, Dark Souls brought the charm of exploration to the extre.

Although it wasn’t an open world ga, 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 so 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 sa ti, 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 ga. 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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