< 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 518

Chapter 518

Words:1621Update:22/06/20 13:07:11

Report

Chen Mo started working on the design concept for Dark Souls.

In fact, Dark Souls was a game with distinct characteristics. Whether it was the background, combat system, level design, setting design, and side quests, it was very different from other games on the market.

It was a game with its own style, and Chen Mo's design concept was mainly to clarify two points.

First, the core selling point of the game was the rich and varied combat system, and the game's difficulty was insane for the average player.

These were all for the sake of the game's combat system. Players had to solve the designer's schemes in the complex levels, or defeat powerful bosses, all to better utilize the combat system and find joy in it.

Some beginners couldn't even take care of themselves when they were attacked by knights, but they could kill the knights by blocking or breaking their shields. This was the fun that the combat system brought to the players.

After mastering the combat rules of Soul-type combat, it was a very enjoyable thing to use the combat system.

The second point was the worldview of the entire world.

The worldview of the Souls series was completely different from other games. There were many elements of Western fantasy, but the concept of Western fantasy was different from traditional Western fantasy.

This worldview had a unique charm. Chen Mo had to explain these concepts to his team before he could use them in the game.

For example, what was Fire Bearer? What was Lord of Cinder? What role did the players play, and why did they have to Fire Bearer?

The most basic content of the worldview was relatively clear, and some of the content that was purposely hidden had already been discovered by the players through various clues.

However, there were still many different pitfalls in the game. Miyazaki Hidetaka didn't give a clear answer, and left it up to the players to guess.

(According to Miyazaki Hidetaka, Dark Souls was made with the content first, followed by the story. Therefore, it's possible that he didn't have a clear and complete story …)

This was similar to many suspense movies that left an open ending. Everyone had their own opinions on the ending, and the designers wouldn't tell you which was the correct choice.

Of course, Chen Mo had his own views on this, but he still decided to continue the mystery of the Dark Souls series. This was because an open-ended ending had a special charm to it. It would not be nice to force the story to be told clearly.

On the other hand, it was the perfect white space that stimulated the players to explore the various details of the entire world.

It took him two days to finish the entire design concept.

On one hand, Chen Mo had to think about how to describe Onyx Souls so that people who haven't come into contact with it could better understand the rules of this world, and on the other hand, he had to think back to the flow of the game.

However, what surprised Chen Mo was that he didn't use as many Memory Playback Potions this time. He could remember most of the scenes and the boss quite clearly.

Thinking about it, this should be the aftereffects of suffering, right?

Any player who died in the same place dozens of times would have a firm memory of the terrain of the area.

Dark Souls was a game that required rote memorization. Players had to memorize the monster distribution, terrain, and monster skills of a certain area to successfully clear the game. If they did not learn from their memory, the difficulty of the game would increase exponentially.



After writing the design concept, Chen Mo called everyone for a meeting.

In the past few days, news about the new engine had spread on the internet. Although most of the domestic designers didn't have the rights to use the Pangu System, it didn't stop them from discussing it.

There were even many designers who gave their suggestions, saying how they would do the game if they were the ones doing it. All of a sudden, there were a lot of All-Mouthy Kings.

The others in the company were also discussing it.

"The manager is an S-grade video game designer, and has a good relationship with the Game Committee. He'll definitely be invited to try out the Pangu System, right?"

"That means we can use the new Pangu System for our next game?"

"That's possible, but I wonder what the manager is thinking."

"We're probably going to talk about the new game today, right?"

Everyone quieted down as Chen Mo walked into the meeting room.

Chen Mo looked at everyone, "I'm sure you've all heard that the Chinese Pangu System has a new physics engine. The Game Committee is currently looking for a game that can showcase the Pangu System's features. Let's cut to the chase and look at the design concept. "

The title of the design concept appeared on the screen: Dark Souls Design Concept.

Chen Mo introduced, "Let me summarize, this is a western fantasy themed game with a combat system that's different from any other game on the market. It's similar to Diablo in terms of art style and story. "

Qian Kun was surprised, "Oh? Manager, you're finally releasing a VR version of Diablo? Wait, this isn't Diablo, it's called … Dark Souls? "

The others were confused as well.

It wouldn't be a big deal if it was any other game company, but Chen Mo had the IP of Diablo!

Diablo did quite well on PC before. Most of the veteran employees had just joined the company, so it was still fresh in their minds.

When Diablo was first released, it wasn't just the outside world, but many people within the project didn't have high hopes for it as well. However, Diablo became a trendsetter after it was released.

It even spawned Emperor Dynasty Entertainment's Thousand Hells. Although it wasn't as successful as Diablo on PC, it was still a decent VR game.

Strangely enough, many companies tried to replicate the effects of Diablo on VR, but none of them succeeded. After that, Chen Mo seemed to have forgotten about it and didn't make any more sequels to the Diablo series. Although the story of the series was very classic and could be used again and again.

Why did Chen Mo leave the IP of Diablo and make a new game?

Chen Mo looked at everyone, "This game is called Dark Souls. Although it's in the Diablo style, it has nothing to do with the story of Diablo."

Everyone was still confused.

Chen Mo explained, "I know what you guys are confused about. Let's put it this way, the reason why we didn't use the IP of Diablo is because the two games are completely different in terms of gameplay and content.

"Diablo is a hack and slash game, the main goal is to make the players feel good. Players can insta-kill groups of monsters and drop a bunch of equipment.

"But 'Dark Souls' …"

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.