< img height="1" width="1" style="display:none" src="https://www.facebook.com/tr?id=433806094867034&ev=PageView&noscript=1" />

Text:

Comment:

Home > Fantasy > Almighty Game Designer > Chapter 1133

Chapter 1133

Words:1485Update:22/07/14 20:15:21

Report

Apart from that, the unfair competition mode also received a lot of attention from the players.

The unfair competition mode was similar to Dead by Dawn, where it was a single player versus multiple players, but the single player had a clear advantage in terms of combat power or game mechanics.

Chen Mo had already included Dead by Dawn as a backup project, but it hadn't started yet.

In general, this unfair competition mode could be applied to many games, and for the players, this game mode had a very unique appeal.

For example, in competitive games like League of Legends and Overwatch, unfair competition mode could be introduced. One player would control the sledgehammer, and his HP, attack power, and damage from his E skills would be greatly increased, while the other players would play as normal heroes, trying to escape from the sledgehammer's grasp, and working hard to activate the map mechanism.

Of course, this mode needed to have a matching map and gameplay mechanics to ensure the balance of the mode, otherwise it would be easy to create a situation where the players were butchering the players.

The free exploration mode hid the specific winning conditions of the game, and allowed the players to explore on their own.

For example, in a horror game like Outlast, the goal of the players wasn't to follow the same route, but to find the key clues in the huge Mountain Asylum.

If the players continued to play the game according to the original route, they might find that there was a wandering fatty in their path, or the plot that should have been triggered did not trigger at all, and even the layout of the mental hospital had changed …

Not only did the players have to survive within the time limit, but they also had to enter unknown rooms and endure many horrifying door openings just to get a small note from a drawer or a shelf that would give them the next clue.

Only by following this clue and exploring the next area would players be able to find the exit to escape from this place.

Of course, there were other modes that weren't as scary. For example, there was an exploration mode in Assassin's Creed. Players didn't need to worry about it, but it had higher requirements for stealth and assassination skills. Players had to steal key items from a large group of Templar Knights and assassinate them. In the multiplayer mode, they had to complete different quests separately.

Free exploration mode was the mode with the highest degree of freedom. Although it wasn't as obvious as the other modes, it had more content to it.

The last mode, the entertainment mode, was even more imaginative. Apart from having the players act as spies, there were many other modes that made the players think, "Are you crazy?"

For example, the biggest difference between the multiplayer mode of Dig Land and the single-player mode was that players could use their sledgehammers to hook other players. When two connected players used their sledgehammers to exert force, the game's unique physics engine would perform calculations, resulting in a series of uncontrollable consequences.

For example, if the first player hooked onto the cliff wall, and the second player hooked onto the first player, then the first player's swing of the sledgehammer might result in the second player being thrown off, or the second player might drag the first player down …

As a result, Digging Ground instantly turned from a game of suffering into an entertainment game. The players could work together to make it easier, or they could shamelessly drag each other down …

There was also the real God of War experience, which was based on God of War 4. He could possess his son's body and experience how insane it was to be without a health bar.

Of course, what the players loved the most was Assassin's Creed's different mode.

According to the settings of Assassin's Creed, when the main character in real life didn't have enough synchronization with his ancestors, a series of strange phenomena would occur, such as flying, diving, flying, sliding, falling on flat ground, walking on crocodiles, swimming in the air, flying in a spiral, and so on …

When the players experienced Assassin's Creed's different mode, no one knew what would happen in this strange world …

Some of the players were confused. Isn't this a bug in the game??

However, an enthusiastic player quickly explained, "No, of course it's not a bug! This was a game mode that Salent had purposely created, and there were corresponding settings in the storyline to support it! You can see that these bugs were purposely made, which shows how imaginative Salent is! "

After experiencing the Jackdaw of Heaven and Earth, many players asked, "When will Salent come out with a fun naval battle game?" It would be best if the ship could fly!

Learn more about the Flying Dutchman? "

Chen Mo chuckled, "Sure, Pirates of the Caribbean has been added to the development plan …"



The players were quickly immersed in the brand new Oasis world, and were full of praises for the imaginative game modes.

In reality, Oasis 0 wasn't just an integration of the previous great IPs, it was also an exploration of the multifaceted game world.

The players had never experienced a game like this, so it was very novel.

Each of these great IPs was a huge world with a high degree of completion, and it would be a waste to use them to tell a story.

The classic characters and settings could be repeatedly interpreted. When the classic IPs collided with the new gameplay, there would often be beautiful sparks.

By integrating countless huge game worlds together, players would play the role of adventurers who traveled through time and space, turning the world of Earth into the main universe, and the other game worlds into parallel universes surrounding Earth, allowing the real world and the game world to be highly integrated.

There might even be a day when the players would forget that it was all a game, allowing them to believe that it was all real, blurring the boundaries between the real world and the game world …

When that time came, the game would be considered to have reached its peak, and that was the direction that Chen Mo had been pursuing, the future development of the game.

From the looks of it, Oasis 0 was only a platform that integrated various games, but in the near future, it would become a highly integrated game world.

Players could travel between small worlds through the oasis and obtain special abilities in these small worlds. They could also create a unique character with unique combat abilities.

Different players could use the matching system to complete different scenarios, and could even hold a tournament to determine the strongest player, setting foot on the top of the entire game world.

To Chen Mo, this wasn't an empty fantasy, but a future that was within reach.

You've already exceeded your reading limit for today. If you want to read more, please log in.


Login
Select text and click 'Report' to let us know about any bad translation.