The 'hehehe' sent chills down everyone's spines.
What did the 'hehehe' mean?
Why does it feel like there's something going on?
And judging from Chen Mo's expression, why does he look like he wants to say something?
"Why does it feel like there's a trap …" Qian Kun couldn't help but shiver.
"Ahem, back to the topic at hand," Chen Mo coughed.
Su Jinyu asked, "Store Manager, you haven't finished the first half of your sentence. What kind of game is Dark Souls exactly? "
Chen Mo explained, "Hmm … It's a role-playing game that combines parkour, character customization, matchmaking, romance, walking simulation, and many other elements."
Everyone was speechless.
What the heck!
We can tolerate parkour, character customization, and matchmaking, but what's with romance and walking simulation?
Su Jinyu pointed at the projection screen, "But manager, didn't it say 'high difficulty' in the draft?"
Chen Mo coughed, "Ahem, don't mind the details. You'll understand the hidden elements once the game is made.
"Alright, let's get down to business. This game has a combat system that's completely different from previous games. It's also a game made for the Pangu System. It's also because of this combat system that we can't use the same story as Diablo, as the two games are completely different.
"There's also a world view, story, level design, and monster design. Everyone, please listen to me slowly. "
Listening to Chen Mo's explanation, everyone felt curious and confused at the same time.
The so-called novelty was that after hearing about the battle system, everyone felt that it was very interesting.
Would slash different parts of the body result in different damage?
Moreover, there would be a huge disparity in damage. Every weapon had their own unique skills. Cold weapons included straight swords, curved swords, greatswords, different types of shields, and a large variety of armor.
Moreover, players had many Attributes, and they could freely allocate their Attribute Points every time they leveled up. Different weapons had different Attribute Points, and a player's class wouldn't place too many restrictions on their playstyle. As long as they allocated the appropriate Attribute Points, Mages could wield greatswords, and Warriors could cast spells.
Moreover, most of the attributes were useful. Even for normal strength-type attributes, players still had to consider the allocation of HP, Essence, Strength, Stamina, and other elements.
This kind of combat system was unprecedented, as no one had ever created such a large-scale RPG game before. This was a challenge for everyone.
Chen Mo specifically emphasized the difficulty of the game. It was going to be harder to learn than any of the previous games. Some players might even quit at the first boss, and might not even last half an hour.
Everyone was a bit confused. Chen Mo had previously emphasized that it was easy to pick up, but hard to master. Why did the script suddenly change?
What happened to being easy to learn?
Chen Mo saw through everyone's confusion and explained, "You don't have to worry too much about this. Our focus now is to create the game's mechanics. As for the difficulty, we can adjust it later."
They didn't raise too many questions, partly because of their trust in Chen Mo, and partly because the game's difficulty could be adjusted later, so there was no need to worry about it at the start.
Especially Qian Kun, as a systems designer, he knew very well that the game's difficulty was something that could be easily controlled. If the players felt that a boss was too difficult, they could just hack it here and there, and it would instantly be easier.
Even the strongest boss wouldn't be able to withstand two hacks from a designer …
Apart from that, the design of the entire game's world also surprised everyone.
"As for the specific world view, I will explain it to Zheng Hongxi in detail. For others, you just need to know the game's background."
"In this world, fire is the origin of everything, and the King's Soul was born from fire. The people who obtained the King's Soul ended the dragon's rule, ushering in the age of fire. However, the fire would gradually die out, and after that, the world would once again fall into darkness.
"Therefore, some of the stronger Kings would use themselves as firewood to prolong the fire, which is what the game calls the Lord of Cinder. And the main character is a remnant that carries the mission of spreading the fire. "
"As for the details, there will be a detailed design draft later on. You just need to understand the world's background, and you can experience it for yourselves when the game is made."
The design draft was soon finished. Most of the players understood the game's characteristics.
Many of them didn't really understand the meaning behind Dark Souls, and thought that the game was a continuation of Diablo, and that the Diablo world was just for the players to have more fun.
Chen Mo smiled and didn't say anything.
The next step was the main part of the design, which was to make Dark Souls into a VR version. The most important part was the design of the combat system.
Actually, some of the designs were already in place when they were working on Overwatch, and they could be used in Dark Souls.
In Overwatch, there were problems with changing the player's perspective, such as McRae's roll, or Grim Reaper's ultimate skill.
The solution was actually quite simple. The player's field of view could still be controlled while the skill was active, and it wouldn't be the same as the hero's field of view. It was equivalent to having God's view temporarily, and the player would only have to wait until the skill was used before returning to normal.
Another problem was the field of view.
Most 3A games on the PC used a third-person perspective, which meant that the camera would be behind the character, allowing the player to see their character's back and movements.
There were many reasons for adopting such a perspective. However, the biggest reason was that players would feel more comfortable with such a perspective.
This was because the first-person view on the PC was ninety degrees, but in reality, the human's field of view was one hundred and twenty-four degrees. This was also why most first-person games had such a limited field of view.
Therefore, some shooting games and racing games would change the first-person perspective to a third-person perspective, in order to reduce the discomfort caused by the limited field of view on the PC.
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