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Home > Fantasy > Almighty Game Designer > Chapter 588

Chapter 588

Words:1593Update:22/06/20 13:07:27

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A Dark Souls fan suddenly realized something. "Right, fatty, didn't you say that the prequel to Dark Souls was fun? Why don't you keep playing then? We're still waiting for you to come up with a strategy! "

Another player added, "Yeah, go back to the gaming pod. You're the only one who can play now. Why are you slacking off instead of appreciating it?"

Zou Zhuo: "???"

He was almost pushed back to the game cabin by a bunch of Dark Souls fans.

Zou Zhuo wanted to slap himself. Why did I have to say that the prequel to Dark Souls was fun? Wasn't I setting myself up?

Now I'm stuck at the door of the gaming pod with a bunch of people. I won't be coming out until I'm done with the gaming pod …



The prequel to Dark Souls was mainly based on the content of Dark Souls 1 in Chen Mo's previous life. Of course, this mainly referred to the story and level design.

Chen Mo kept some of the more unique weapons and spells from the first version and rebalanced them, making some adjustments to the two-handed greatsword and guandao.

At the same time, he considered making the weapon system more similar to Dark Souls 3, making it easier for the players to get used to it.

In addition, since the setting and models were going to be changed to the VR version anyway, the art resources were basically completely redone. While maintaining the art style of Dark Souls, the model precision, movements, and physical collisions were all improved qualitatively.

In the VR version of the prequel to Dark Souls, the Royal City would be a huge city. Players would feel like they were in another world when they walked in the Royal City.

Moreover, the most praiseworthy thing about Dark Souls 1 was its excellent level design. Not only were the levels filled with mystery elements, there were traps and conspiracies everywhere.

Most importantly, the entire map was made into a huge, perfect whole, with multiple levels. The Firelink Sacrificial Grounds was right in the center of the map, extending in all directions.

Chen Mo didn't make any changes to the fact that the bonfires couldn't be teleported, as the gameplay of Dark Souls 1 was highly developed. Changing one part could easily cause problems.

The bonfires in Dark Souls 1 could not be teleported. Players could only teleport freely between bonfires after they obtained an Emperor weapon after entering the royal city.

If this was Dark Souls 3, this situation would definitely be a pain in the ass, and the players would have to take many unnecessary detours. However, Dark Souls 1 did not have such a serious problem because of the outstanding level design.

Throughout the map, there were many shortcuts. The Fire-Relaying Sacrificial Ground was the center of the entire map. It was accessible in all directions, and it was very convenient to go to many places.

Also, bonfires could be used to level up and repair weapons. Basically, the operations that the players needed to perform in the Fire Relaying Sacrificial Ground in Dark Souls 3 could be done next to a bonfire.

In addition, players could only teleport after obtaining an Emperor Weapon. This was a very important point in the middle of the game for players.

Although not being able to teleport was a pain in the ass, there was a logic to this design. If it was changed to be able to teleport, it would affect the gameplay, so Chen Mo chose to continue with this design.

For experts, being able to teleport didn't make much of a difference, as they would calculate the best route. For beginners … Alright, onto the next topic.

Furthermore, Dark Souls in his previous life was limited by funds, and many storylines were never completed, such as Oscar's storyline. In the original design, Oscar was supposed to escape from the Immortal Compound with the main character, grow up with the main character, and eventually arrive at the Furnace of Initiation.

However, due to lack of funds, this storyline was cut. Oscar was knocked off the roof by a demon after he gave the players the key. Before he died, he gave the Elemental Bottle and key to the players, becoming a guiding NPC.

When the players returned to the Immortal Compound, Oscar was already a zombie, and was given a free lunch.

For Chen Mo, funding wasn't a problem at all. Moreover, the storyline wasn't too difficult to make, so he completed the Oscar storyline according to his own ideas.

Of course, the biggest difference between Dark Souls 1 and 3 was the atmosphere.

Every player who played Dark Souls 1 felt the same way, which was that Dark Souls 1 was more depressing than Dark Souls 3.

Depressing came from many aspects, such as a lonelier atmosphere, a darker environment, more powerful monsters, and so on. Strictly speaking, Dark Souls 1 was indeed difficult, and from a design perspective, it wasn't a very flattering design.

Dark Souls 3 had tried many ways to reduce the difficulty, but so many players still chose to give up. It was enough to prove that it was a hardcore game. Clearly, Miyazaki Eitaka hoped that Dark Souls could become a more mainstream game, allowing more newcomers to enter the game.

Strictly speaking, making the prequel to Dark Souls and faithfully replicating the contents of Dark Souls was a type of 'reversing the course'. Obviously, making a game easier to learn was the trend in this era. Hardcore games that required a lot of practice and memorization would inevitably become a niche market.

However, Chen Mo didn't mind. To him, making the prequel to Dark Souls wasn't for sales, but to complete Dark Souls, making it a classic game that would leave its mark in the history of VR games. In other words, he wanted to maximize the uniqueness of Dark Souls.

Dark Souls 1 was like a perfect piece of art. Although it was insane, its level design, difficulty, and story were all classics. To Chen Mo, even if he had to sacrifice some sales, he wanted to bring out the essence of the game.

As for whether the players would suffer …

What a joke. Didn't the players play this game to suffer?



Three days later-

The topic of the prequel to Dark Souls was already a hot topic on the internet. Many players were extremely excited on the eve of the prequel's release.

In these three days, many veteran players had gone to Chen Mo's experience store to try out the prequel to Dark Souls. Many of them were veterans who could beat most of the bosses in Dark Souls without any injuries.

However, in these three days, Chen Mo's experience store was filled with wails and cries …

The players who tried the prequel of Dark Souls had basically played Dark Souls before. They had thought that it would be a piece of cake for them to play the prequel of Dark Souls since they had already completed Dark Souls so proficiently, right?

However, they soon realized that they were wrong, very wrong. The players who thought highly of themselves were all tortured to death in the game …

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