Game Entertainment Empire

Chapter 620 Monster Hunter, Hunter is a Verb!

"Mr. Yang, what do you mean by high difficulty?" Wang Ye asked Yang Chen tentatively.

Showing a kind smile, Yang Chen smiled: "In the previous "The Witcher: Wild Hunt", many players were a little bit disappointed, hoping to experience the same kind of experience as "Sekiro: Shadows Die Twice" and "Dark Soul". Is it a hardcore action game? This is to satisfy players!"

After finishing speaking, he paused and thought of something, Yang Chen then added: "It's also to match the name of the game, does the theme fit?"

theme fit?

Hearing Yang Chen's words, Wang Ye and a group of people were a little confused.

Didn't understand what exactly this meant.

Where does it fit?

"Monster Hunter", isn't it just telling the players that this is a hunter playing the role of hunting monsters?

How does this fit with high difficulty?

Seeing everyone's puzzled faces, Yang Chen smiled, and controlled the mouse to stay on the word "Hunter" in "Monster Hunter" projected on the big screen behind him.

"The Chinese culture is extensive and profound. You don't need to understand this word as a noun, but as a verb."

noun, verb?

Wang Ye and the others were stunned for a moment and didn't react, but then they passed through their heads and were shocked instantly.

hunter! hunter!

monster hunter! ?

This is trouble!

Co-authors are waiting for players here!

Use ordinary weapons, at most add weapons such as firecrackers, and then go hunting huge dragon creatures.

After thinking about it for a while, everyone couldn't help but shudder, it was too much!

This also prevents the players from living!

"Okay, everyone, don't make a fuss. It's just a talk. In fact, the difficulty design of "Monster Hunter" will not be much more difficult than "Sekiro: Shadows Die Twice" and "Dark Soul." Yang Chen He smiled and said.

He is not a devil, although compared with ordinary games, "Monster Hunter" may indeed be so difficult,

But this game is not a game that deliberately tortures the player's mentality, such as "Digging for Ascension" with a sledgehammer, and "Jumping King", a princess you are not worthy of.

In addition, the game also adopts a relatively open strategy, and this is a stand-alone game that can be connected to the Internet.

This point is still very important to Yang Chen.

It is different from ordinary stand-alone games, but it has online functions.

In those games, the content of the single-player experience is different from the online part, and in the online part, it is like creating an account, and then the data is saved in the server.

But in "Monster Hunter", the player's data will be backed up by the local cloud. Even if the content of the single-player game is saved locally, when the cloud is updated, the player can still push the progress and data of the single player. save.

Similarly, if you want to enjoy the fun of online hunting, you can choose to team up with other players, and open the team permissions.

But this will not reduce the difficulty of hunting in the game, and the blood volume of monsters will also increase with the number of players.

At the same time, in the game, it will also add a weak point feedback effect to the monster.

For example, some monsters attack the head, and the damage they receive will become very high, and attacking various parts of the monster can make them enter an unbalanced state, which can almost be understood as a frozen state.

"The position determination system, this will be a major system in "Monster Hunter"." Yang Chen looked at the team and said.

Since the pursuit of allowing players to experience the most complete hunting experience, it must be carried out to the end.

For example, the player has been staring at the boss's feet to attack. For the boss whose feet are not the weak point, the damage will be very low. Cut off the BOSS's feet and put the BOSS into an unbalanced state.

Although in many games, when facing a large boss, many players will jokingly give the boss a pedicure operation, but in fact this kind of damage judgment is not backward, but to allow players to experience the game better.

Later, players gradually felt unreal about this kind of operation, so the game evolved into facing a huge BOSS. Attacking a certain part will make the BOSS fall into the next stage, such as kneeling down or jumping on the BOSS.

In short, the player is not allowed to keep pedicures.

The same is true in "Dark Soul", many huge monsters can basically only attack their penis, or pedicure them.

But in "Monster Hunter", it is necessary to change the strategy. Players want to complete the pedicure hunter?

In fact, there is no big problem, as long as you don't die with persistent pedicures, you can also kill monsters.

But the more effective way to kill monsters is definitely to use all kinds of gorgeous combos to hit the monster's vital points to accumulate damage.

"Mr. Yang, why do you hide the setting of the monster's blood volume in the game?" Wang Ye, who was next to him, looked at some simple setting concepts of "Monster Hunter" and felt a little strange.

Since the birth of games, especially RPG games, blood volume design has been subtly added to almost any game.

Even racing games, vehicle loss, and fuel consumption can all be regarded as side HP.

Including some time-limited clearance games, the countdown time can also be regarded as blood volume.

But in "Monster Hunter", according to Yang Chen's settings, the hunter played by the player can only see the damage he caused to the boss, but he can't see the monster's blood volume, which makes Wang Ye feel a little bit incomprehensible Yes, although in the game you can also rely on the status of the BOSS's injury and the hint of the icon flashing to guess it by feeling, but it is not convenient for the blood volume at all.

"It should be to allow players to better bring them into the hunting experience? Just like the UI reduction advocated during the development of "The Legend of Zelda: Breath of the Wild", more game screen content will be presented in front of the players. Increase the player's sense of immersion." Chen Shu, who is in charge of art, said thoughtfully.

Listening to the conversation between the two, Yang Chen couldn't help showing a smile.

"There is one thing, but it's more about letting players fight the boss, so they won't be discouraged by despair." Yang Chen smiled.

Why hide blood volume?

Imagine that the player has just entered the game, facing a huge dragon boss, rushing up to give the boss a pedicure over and over again with the Taidao in his hand.

Then watching the damage value keep beating, and the blood bar of the boss almost unchanged, how psychologically stressful it is!

Hiding the BOSS HP setting is good for players.

As for not hiding the damage, it is to let the players discover the weakness of the boss.

A pedicure can do more than ten points of damage, and hitting a vital point can cause hundreds of points of damage. As long as players are not stupid, they will know that that kind of attack method is more efficient.

After listening to Yang Chen's words, Chen Shu pursed her lips with Wang Ye and the others.

Mr. Yang, let's be individuals!

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