Game Entertainment Empire

Chapter 744 The Choice of QTE System

For a game, especially a linear game, there will always be a lot of things that don't have much to do with the content of the game itself to kill the player's time.

And most of the classic designs, no matter whether it was designed for this method or not at the beginning of its birth, later games will slowly turn it into a time killer that kills the player's time.

For example, the development element in the game is the so-called upgrade.

Let players start from LV1 to LV999, including skill trees and equipment upgrades.

These development elements are used as time killers for players, and of course players enjoy the sense of accomplishment brought about by this kind of development.

But the alternative derived time killer setting makes players less comfortable.

The most common example is the mission of long-distance raids. The village king in Lijia Village asks you to investigate a terrible matter, but this matter requires you to go to another village to find an NPC named Uncle Li for help. After Uncle Li became an NPC, he told you that if you want to solve this problem, you have to go to another place to kill a monster and bring back his blood.

After a series of tasks, the players found that they had visited the entire map.

At the same time, in order to make players not so boring when they are on the road, occasionally the map will also give players some exploration points and side missions.

There is no doubt that these are commonly used designs to extend the time in games, including the so-called mazes and dark mines in RPG games. These are all designed to kill players' time.

With the advancement of game design concepts, players also began to hate this kind of game design more and more, and even felt disgusted, so this kind of design was gradually eliminated in the game field, but there is another mode, that It is decrypted.

Including many ACT-type games, there will be a variety of decryption levels.

But the key is do players need these?

It is true that the decryption elements are made attractive enough, and players really enjoy it, and even feel the joy of 1+1\u003e2.

However, for ACT players who simply want to experience the refreshing battle, the experience of fighting for five minutes and decrypting for one hour is definitely extremely bad.

Imagine that you are fighting well, and then a level requires you to use your clever little brain to find various clues before you can embark on the right path. If it is simple, it is fine, it is nothing more than opening a mechanism or something.

But if it is a little more difficult, you will definitely have the heart to smash the keyboard.

For this part of the game, there will be in the normal main line, but it is a very relaxed type. For example, you will encounter elite monsters at the place where the guardian switch is defeated. Some item rewards.

The more complicated and slightly hard-core decryption is placed on top of other item collections. In the linear main storyline from the beginning to the end, you will not encounter such a hard-core decryption mechanism.

Soon Yang Chen determined the direction of "God of War" on the decryption elements.

As for the angle of view, the previous three films did not use an over-the-shoulder angle of view, but a God-down angle of view. On the one hand, this was designed because of the characteristics of the "God of War" series of games.

The huge bodies of the Greek gods and monsters filled the entire screen and compared to Kratos' "thin" body, and finally followed Kratos's smooth QTE finisher skills to kill, In this case, the player can feel the shock to the greatest extent.

But at the same time, this is also for technical reasons, not to say that it is impossible to achieve the level of over-the-shoulder perspective, but to achieve that level will have a counterproductive effect because of the picture effect.

Just like in "Minecraft", countless pixel bricks are piled up to form a large-scale building. Looking at it from a distance, it feels shocking, but if you get close to the pixel bricks, the shock will be greatly improved. Decreased.

Also, the game screen technology has not reached a certain level, and the shock brought by this kind of zooming in is not as shocking as the God's perspective.

Imagine the legendary battle between Poseidon and Kratos, the god of the sea, and Gaia, the god of the earth. In Poseidon and the polygonal modeling on Gaia, the god of the earth, the experience is not as shocking as God's perspective.

The rest is the element of QTE, what is QTE? To put it simply, it is the quick response system. There are two types of QTE systems in ordinary games: the first is a system that tests the player's immediate reaction. Press the button corresponding to the screen, and the buttons that appear include single buttons and combination buttons.

The second is a specific or random symbol that moves quickly back and forth within a certain length, and the player needs to press the corresponding button when the symbol moves into the effective area of ​​the length, otherwise it will restart or trigger the QTE event again.

The early "God of War" used QTE. From Yang Chen's point of view, it was more like some technical trade-offs. The QTE mechanism has become the label of the "God of War" series, so the element of "New God of War" was canceled later.

But this does not mean that QTE has no trade-offs at all. On the contrary, QTE in "God of War" is a reward similar to a finishing move, rather than simply as a game mechanism. It can be said that it is completely utilized to the peak. .

Compared with the free-style operation, the QTE system brings more shocking picture performance, because the player does not need to care about the operation problem, just quietly enjoy the gorgeous massacre performance brought by Kratos after completing the QTE .

It is precisely because of this design that, unlike "Ninja Dragon 3" and "Asura's Wrath", which refer to the QTE system a lot and are ridiculed by players as "Monkey 3" and "QTE Wrath", the QTE system in "Victory" brings The shocking visual impact of the game did not affect the normal fluency of the game at all, and even made it a classic, and even labeled it.

In the trilogy of Greek mythology, the design of QTE is still preserved like a dream memory, while the Nordic mythology symbolizes a new beginning.

Soon Yang Chen made a corresponding decision. At the same time, he also needed to make appropriate changes to the flow of the game, using his Greek mythology to present the story of Kratos in front of the players in a single-line mode.

In addition, the difficulty of QTE should also be appropriately reduced according to the difficulty of the game. Aside from the more complicated decryption, in fact, there is another problem that is criticized in "God of War" in dream memory, that is, the speed of pressing QTE is too fast .

It's like testing whether the player has a unicorn arm.

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