Dragon, choose cultural victory to make money
Chapter 446 The door cannot be opened from this side
Drogo was shocked when he discovered that the prayer scene in the consciousness space had been replaced by a game called "The Pilgrim's Way".
I didn't expect the church to keep up with the times. I don't know how much pressure the goddess of magic put on them to make them come up with a job like playing games to provide faith.
He was quite happy to experience it. After all, he was not immune to praying eight hours a day. Having a game to play was better than praying without doing anything.
After entering the game and seeing the painting style that gave him a strong sense of déjà vu, Drogo immediately realized that the draft he had left in the Drogo Group had been activated.
When he had nothing to do before, he liked to put together some game plans.
Most of them are not very detailed, because writing detailed plans is very tiring, so they are closer to drafts and are still a long way from being implemented.
The church actually picked the soul first.
He has a good eye and found the one with the strongest religious atmosphere right away.
Does the magic goddess also want to fall from the altar?
Although I haven't played it yet, I can tell from the artistic presentation of the entry interface that this game won't be too bad.
The members of the game production team still demonstrated great professional ability even without Drogo's participation.
This is a good thing for players. The average strength of the production team can ensure that sequels to favorite games can be released with high quality and quantity.
For some games that rely too much on the personal abilities of the producers, the quality of the sequels often collapses at the speed of light when conflicts arise between the investors and the producers, resulting in the firing or voluntary resignation of key personnel.
The quality of art is the most important aspect of a game's appearance.
The so-called playability and depth of the game are crucial to word of mouth, but for a considerable number of players, they are actually not that important, because the number of players who can complete the game is small and they don't care about the depth at all.
This means that as long as the art quality is good and the content is not rotten to the point of being rotten, there will be no shortage of players.
The art style is attractive enough that even if the gaming experience is a mess, there will always be players who want to give it a try.
It is gratifying that the team of Drogo Group was able to complete the game to this level independently.
After officially entering the game, Drogo chose the warrior profession without hesitation.
In fact, the initial profession only affects the initial equipment and skill points. How you want to add and what profession you play in the game is entirely up to your preference. You can change from a warrior to a mage, or a mage to a warrior.
Drogo just likes the heavy impact brought by the warrior's initial use of heavy weapons.
And the warrior has a lot of blood at the beginning.
When playing a game like this where you could die suddenly at any time, health points represent a sense of security.
Moreover, Drogo is obsessive-compulsive about his health bar. If his health bar is shorter than other bars or is not full, he will feel very uncomfortable.
There is a feeling of being very vulnerable.
The kind of play that doesn't require any defensive attributes and uses all resources for output, where either I kill the boss recklessly or the boss kills me instantly, is completely unplayable.
With great expectations, the warrior Drogo picked up his broad heavy sword and entered the dark underground ruins.
However, after only playing it for a dozen minutes, he discovered that something was wrong with the game.
Only the painting style and sound effects give players the right feeling; the rest, whether combat or exploration, is not right.
It's very much like one of those copycat games that is riding on the popularity of Souls. You only understand the shell but don't understand what's made from the core.
A big part of the reason why Soul has become a hotbed for copycat games is that it looks really easy to make.
It seems that art is the most technically demanding thing, and that art can be effective as long as money is spent.
In combat, it seems like you just hit me and I roll, and you lose blood when I hit you, just like the turn-based system. It is easier to do than those high-speed actions where you fly around in the sky without landing.
For map exploration, just let the players wander around in the dark, then put in some traps and corner kills, and put some small rewards in the nooks and crannies.
Plot? Just be a riddler instead of speaking human language. Uh, the plot seems to be just a riddler.
In short, at first glance, the framework of Soul seems to be very easy to imitate, and there is no super high professional barrier that cannot be achieved.
In this case, following the trend has also become a major disaster area for violent death games.
They are all in the same boat, but only a few of them can actually produce something.
Now this "The Pilgrim's Way" is full of the feeling of a violent death game.
On the way to the first boss venue, a large number of skeleton soldiers are placed.
This is just the beginning of the game, and there are already suspicions of monsters piling up.
Moreover, Drogo, who was quite experienced in the game, keenly noticed that the unfortunate monster at the beginning of the game was reading instructions.
How much you want the player to die.
Although the ability of these skeleton soldiers to read commands is not very strong, in testing they can only accurately dodge charged heavy attacks.
But the frustration this brings is high enough.
No matter how difficult a game is, it is not designed to disgust players.
The key to not making players feel sick is not to destroy their expectations.
When players are expecting their charged heavy attacks to cause huge damage, it is best not to let the attack be easily dodged by monsters, especially small monsters!
Drogo felt that he was being mocked by these skeleton soldiers, as if he was a fool holding a heavy sword.
After realizing that the monster was reading the command, Drogo suddenly thought, how would the boss read it?
If it weren't for the mandatory play time, he wouldn't have wanted to push on.
In addition to the monsters, this game has several fatal shortcomings.
First, traps and corner kills are a bit too frequent.
This kind of thing that tricks players is probably meant to increase the tension when players are pushing the map.
All the tension, excitement and repression in the process of pushing the map will be released when you reach the save point, completing a cycle.
If it happens too frequently, it’s no longer tension, but pure torture.
What’s even more terrible is that, under normal circumstances, such places that hide dangers will leave flaws, allowing players to find where the danger is if they observe carefully.
This means that in addition to relying on operations, the game process also has some intellectual elements.
Discovering hidden traps is also a source of fun, giving players the pleasure of defeating the designer intellectually.
But in this game, the traps are really invisible.
Drogo thought that it was not a problem with his observation. Even if he checked carefully, there would still be a knife rushing out from the blind spot of his vision, or spikes suddenly appearing on a brick that was no different from other bricks.
This is to make the player die!
There is also map exploration. It turns out that there are quite a few meaningless twists and turns in these tunnels. They are just pure detours. They don't explore any shortcuts, and they don't contain any good stuff.
This boring detour undoubtedly adds a lot of difficulty to exploring the map.
Drogo was puzzled.
Why make a game like this?
Is there any producer in Drogo Group who is so incapable of designing the game rhythm?
Everything made sense until he was killed by a relentlessly rolling iron ball and a prompt appeared on the death screen telling him to pray to the goddess to be resurrected.
So that’s what it is. It’s Party A’s demand.
The requirement is to torture the players and provide faith to the goddess while being tortured.
But hasn’t the church ever thought that when the gaming experience becomes too torturous, players would rather stay there for hours than continue playing, and wouldn’t that mean they would lose faith?
Wanting to see how "evil" this game could be, Drogo continued to push the map.
After all roads were explored thoroughly before the first statue save point was determined, Drogo arrived in front of the metal gate.
To be honest, he didn't really want to go in. After fully experiencing the malice of this game, he could imagine what kind of thing was hidden behind this door.
After preparing himself mentally for a while, Drogo pushed open the door, thinking that since he was already here, he did.
……
Three hours later.
Drogo looked at the knight who had finally fallen and breathed a sigh of relief.
“What a satisfying shit-eating experience.”
He never expected and still underestimated the evil of the church. How could there be a monster that can read instructions?
As a player with rich gaming experience and super reaction speed, Drogo was tortured by this first boss for three hours and successfully killed more than fifty people.
For a high-difficulty game, this number is actually not too much.
But this is Drogo coming to play.
He couldn't imagine to what extent a completely new player who had no experience in this kind of game, had slow reactions and poor operation would be tortured.
This malicious boss can read every operation command issued by the player, every one!
Drogo came to this conclusion after repeated experiments.
Unless some unorthodox way of skipping classes is developed for this boss, it seems that there is only one way to beat him.
Back panel, completely back panel.
The boss makes a pre-swing, and it is important to know exactly what he wants to do.
And you can't take the initiative to attack.
Because it can read every instruction, any active attack will be countered.
You can't drink blood either, the blood bottle is just a decoration here.
In the first stage, you can take a maximum of three hits, and in the second stage, there is no tolerance for error. Even if you have increased physical strength, you will die with one hit.
Therefore, you can only attack quickly after you have memorized all the moves, and when the boss's attack is afterswinging and you are unable to perform new moves.
Repeat this process until the boss is killed.
At the moment the tall knight fell, Drogo did not feel any sense of accomplishment or satisfaction of defeating a powerful enemy.
This should obviously be a most important part of the Souls game player experience.
In the process of dealing with powerful enemies, players can feel their own growth, and gain a great sense of accomplishment when they finally defeat powerful enemies that they were originally unable to deal with.
There is absolutely no such thing in this game.
The only feeling Drogo had now was that he had been toyed with by the designer for several hours. Defeating the boss was just playing along with the designer within the prescribed rules, and he was not allowed to deviate from them even a little.
A sense of accomplishment?
Just the empty feeling that the torture was finally over.
Behind the boss venue, you can see a road, which is the route to the subsequent levels.
But Drogo no longer planned to explore further.
I have been tortured enough today.
And the mandatory four hours of torture, no, four hours of prayer time was enough.
He had the remaining four hours to arrange for prayer. He planned to take it easy first and then stay idle for four hours.
This is not uncommon, as there was a lot of paddling prayers before when there was nothing in the prayer space.
Not everyone believes in the magic goddess, and even if they do, their piety is not enough to support praying like they are working eight hours a day.
What's more, it is even more painful than going to work. There are no holidays, and you have to stay in a small environment for several hours in a row and can't do anything else.
This is an assembly line!
The assembly line for producing faith.
Drogo took off his mask and threw it aside. He didn't want to taste it again in the short term.
Elsa, who doesn't have much to do now and whose main job is to hang out in Drogo's office, also took off her mask early.
She looked even worse, her eyes were dull and she was almost drooling.
Seeing that Zhuo Ge had also quit the game, he directly questioned: "Which group in the group made this thing? Have we ever had such a disgusting product before?"
"Well, actually there is. The original game Journey to the Holy Mountain was also designed to torture players."
Eh? Holy Mountain Trip?
Drogo immediately guessed who the party sent by the church was.
It is almost impossible for anyone other than Pastor Andrew to create such a weird game.
It's like taking the essence of the draft left by Drogo and stuffing a lot of its own dregs into it.
The good news is that at least there is no problem with the group's employees, the art and music they produced are good, and the operating experience is also acceptable. Any problems should all be the client's fault.
However, if the game is made into this horrible state, I am afraid it will not gain much faith.
Drogo didn't know why, but he began to worry that the goddess didn't receive enough faith.
Ever since I felt like I had forgotten something, I often have strange thoughts.
For example, you must provide faith to the goddess, the more the better.
But why?
Drogo shook his head.
No matter what, no matter what the goddess loves, the Drogo Group is now under the control of the church. It is not his responsibility whether the game he makes can gather enough faith.
As for Pastor Andrew, he is probably going to be in big trouble.
The goddess of magic is not a kind and forgiving god.
However, at this moment, he suddenly received a notice.
Bishop Andrew requested a meeting.
Bishop Andrew?
Drogo said after confirming that the young man in front of him, wearing a bishop's robe, was the silly priest from before.
"The bishop is promoted."
However, Bishop Andrew's face did not show any joy of promotion, and he was so worried that wrinkles appeared on his forehead.
"Mr. Drogo, the Great Goddess needs your knowledge to create a game more suitable for prayer."
Faced with this "request", Drogo curled his lips.
“Do I have no room for rejection?”
"The great goddess will remember your devotion."
As soon as these words came out, Zhuo Ge realized that not only did he fail to refuse the space, but he was also working for nothing.
"Ugh……"
He sighed helplessly.
"Ok."
Although he seemed to be in a difficult situation, he was actually not upset because he was working for nothing. Instead, he felt a sense of joy as if he had finally infiltrated the enemy.
Soon, Drogo returned to the game development department of Drogo Group, and the old employees held a brief welcome ceremony for their former boss.
Drogo waved his paw. "No need to welcome you. Let's get started. The first thing to do is to prepare for the overthrow and redo of the Pilgrimage Road. Get rid of those damned instructions first. Then, start with map design and plan how to explore..." (End of this chapter)
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