Almighty Video Game Designer

594 Don't the people who play this game come to suffer?

A Dark Souls fan suddenly reacted.""By the way, little fatty, didn't you say that the prequel to Dark Souls was especially fun? Then why don't you hurry up and continue playing? When the time comes, we'll still be waiting for you to come up with a strategy!"

Another player chimed in."That's right, hurry back to the game cabin and continue playing. You're the only one who can play now, so why are you slacking outside instead of cherishing it?!"

Zou Zhuo: "???"

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

Zou Zhuo wanted to beat himself up. Why did he have to say "Dark Souls prequel is fun"? wasn't he just digging his own grave ...

Now, with a group of people blocking the door of the game cabin, he would not be able to come out until he had spent all his time in the game cabin ...

……

As for the prequel to Dark Souls, the main part was based on Dark Souls 1 in Chen Mo's previous life, mainly in terms of the story and level design.

In the combat system, Chen Mo retained some of the special weapons and spells from the first generation. He also made some adjustments to the two-handed greatsword and Crescent Blade.

At the same time, he also considered that it was closer to the weapon system in Dark Souls III so that the players could get used to it easily.

In addition, since they were going to make the scene and model into a VR version, the art resources were basically remade. While maintaining the art style of Dark Souls, the model precision, movement, and physical collision had all taken a qualitative leap.

In the VR prequel of Dark Souls, the capital would be a huge city. When players walked in the capital, they would feel as if they had been in a different world.

In addition, the most praiseworthy thing about Dark Souls 1 was the excellent level design. Not only were the checkpoints filled with mystery-solving factors, but there were also traps and conspiracies everywhere.

The most important thing was that the entire map had been made into a huge, perfect whole, divided into N layers. Firelink sacrificial grounds happened to be in the center of the whole map, and it was accessible in all directions.

Chen Mo didn't make any changes to the cannonfire, since Dark Souls 1's playstyle was already mature and anything he did would cause problems.

The bonfires in Dark Souls 1 could not be teleported. Only after entering the Imperial City and obtaining the Royal weapon could one freely teleport between the bonfires.

If it were in Dark Souls 3, this would be a pain in the ass as the players would have to take a lot of unnecessary routes. However, Dark Souls 1 didn't have such a serious problem, all because of the excellent level design.

The entire map was filled with many shortcuts. The Firelink sacrificial grounds was located in the center of the map. It was well-connected and convenient to travel to many places.

In addition, the bonfire could be leveled up, repaired weapons, and other settings. In Dark Souls 3, players could do anything that needed to be done in the Firelink sacrificial grounds next to the bonfire.

In addition, players could only be teleported after obtaining the king equipment. This was a very crucial and satisfying point for the players in the middle of the game.

As such, even though not being able to teleport was a pain in the ass, there was still some logic to this design. If it could be changed to teleport, it would affect the entire gameplay, which was why Chen Mo chose to continue with this design.

For experts, it didn't make much of a difference whether they could teleport or not, because they would calculate the best route. As for the newbies ... Alright, let's move on to the next topic.

In addition, in his previous life, Dark Souls was limited by funding problems, so many plots had not been produced, such as the Oscar plot. In the original design, Oscar and the protagonist would escape from the immortal courtyard and grow up together, and eventually come to the initial furnace together.

However, due to a lack of funds, this line was cut off completely. After Oscar gave the players the key, he was knocked down by the demon. Before he died, he handed the elemental bottle and the key to the players and became a guiding NPC.

When the players returned to the undead yard, Oscar had already turned into a zombie and accepted the lunchbox.

As for Chen Mo, money wasn't a problem at all, and the story line wasn't too difficult to make either, so he made up for it according to his own ideas.

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

All the players who had played Dark Souls 1 had the same feeling, which was that Dark Souls 1 was more depressing than Dark Souls 3.

The pressure came from many aspects. The atmosphere was more lonely, the environment was darker, and the monsters were more and more powerful. Strictly speaking, Dark Souls 1 was indeed very difficult, and in terms of design, it wasn't a very pleasing design.

Many of the designs of Dark Souls 3 had tried to reduce the difficulty, but there were still so many players who chose to give up. It was enough to show that it was a hardcore game. It was obvious that Miyazaki Hidetaka also hoped that Dark Souls could become a more mainstream game, allowing more newcomers to enter.

Strictly speaking, Chen Mo's doing Dark Souls 1's content was like reversing the car. Obviously, making games easier to master was the general trend of this era. Hardcore games that required a lot of practice and back-up were inevitably reduced to a minority.

But Chen Zhao didn't care. To him, the prequel to Dark Souls wasn't for sales, but to complete Dark Souls and make it a classic game in the world of VR games. In other words, he wanted to maximize the characteristics of Dark Souls.

Dark Souls 1 was like a perfect work of art. Even though it was overpowered, its level design, difficulty, and story were all classics. Chen Mo was determined to make the essence of the game, even if it meant sacrificing some sales.

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 Dark Souls 'prequel had already been hyped up on the internet. Many players were extremely excited on the eve of the release of the prequel.

In the past three days, many old players had tried the prequel to Dark Souls in Chen Mo's Experience Store, and many of them were big shots who could clear most of the bosses in Dark Souls without getting hurt.

However, in these three days, Chen Mo's Experience Store was filled with wailing people ...

Most of the players who had tried out the prequel to Dark Souls had already played Dark Souls. They thought that with their level, they would be able to clear dark Souls with ease, so it would be easy for them to try out the prequels.

However, they soon realized that they were wrong, and they were terribly wrong. The players who felt good about themselves were all tortured to death in the game ...

In addition to the malevolent levels, the more complicated maps, and the more powerful monsters, there were other reasons for the settings, such as human nature and the fact that bonfires could not be teleported, which almost made many Dark Souls players collapse.

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