My game, you have no right to award
Chapter 18 High Difficulty
Chapter 18 High Difficulty
Although the spiral turtle is very small for humans, and is even just a small object for wear, it is still a huge monster for the protagonist.
Moreover, this spiral turtle also has strange runes on its shell, and it looks larger than an ordinary turtle.
He was extremely aggressive, as if he was crazy, and when he appeared, he raised a cloud of seabed dust.
The runes on his back armor are actually a type of writing that Ma Tu obtained by imitating and modifying the oracle bone script.
The main reason is that the planners now don’t have time to study the Classic of Mountains and Seas, so in order to avoid any drama, they can only use the method of taking what is available and making some changes.
If the results are good and the high-priority content is completed, they will naturally consider putting in some content that can be interpreted by players as easter eggs.
This can also be regarded as a contribution to the dissemination of traditional Chinese culture.
Although most players will not study it, there are many video bloggers who are willing to do analysis content in this area.
Players are also willing to click on such videos. In less than half an hour, they can understand the ingenuity of game makers through the efforts of the video author, which is also a happy thing for everyone.
Through this kind of video, more passers-by who have never heard of the game can learn about the game, become interested in the game, and even eventually buy the game to give it a try.
Zhou Kuang looked at the spinning turtle on the screen, his eyes fixed on it. Although Zhou Kuang was not clumsy, he was definitely not a master of soul wandering.
Before he traveled through time, he played soul traveling. Whenever he encountered a difficult boss, he couldn't defeat him unless he died dozens of times to become familiar with the opponent's attack patterns.
The rotating turtle turned its head to look at the protagonist, and a red fierce light immediately flashed in its eyes. At the same time, the runes on its body lit up, and its whole body was shrouded in a strange light.
The spinning turtle stretched its neck and roared, then rushed straight towards the protagonist.
Before Zhou Kuang could react, the CG animation ended here, so without even moving his hands, he was knocked to the ground by the charging turtle.
Fortunately, he was not killed in one go. He quickly used the blood-recovering item made of neon algae to restore his full health. At the same time, he controlled the character to retreat and observe the attack method of the turtle boss.
Neon algae are actually the heart algae pods that can be seen everywhere in "Crab Crab's Treasure Hunt".
Since the overall style of their game was much darker than Crab Treasure Hunt, Yang Ji decided to change the green heart algae pods to rainbow-colored neon spirit algae.
In a dark environment, neon algae appear brighter, giving players a warm feeling and representing hope and security.
Of course, this is only temporary.
Now Zhou Kuang only has two neon spirit algae left, so he has to be careful.
When the turtle saw him hiding away, it immediately flapped its flippers and quickly closed the distance.
Zhou Kuang subconsciously pressed the dodge button, and sure enough, he avoided the turtle's bite.
He slashed at the turtle twice with his backhand, but just as he was about to strike it a third time, the turtle turned around and swung at him, knocking him away.
Greedy for the knife!
This back and forth actually took less than ten seconds. Zhou Kuang's first feeling was that the attack movements of the hermit crab he controlled were a bit stiff, and the attack movements of the black turtle were too hidden and difficult to judge.
Fortunately, for Ma Tu, who had never seen a Soul-like game before, just following Zhou Kuang's instructions and copying it to such a similar level was already very good.
The control feeling at this time was not the kind of sluggish feeling that made it impossible to continue playing, so he chose to continue eating the second neon algae to restore his physical strength.
Zhou Kuang's fight went smoothly afterwards, dodging and counterattacking continuously, knocking off a third of the Turtle's health. However, his progress was halted there, as a sudden charge from the Turtle knocked his character down, and coupled with a War Stomp, he died before he could recover any health.
Ma Tu, who was standing behind him, watched the whole process with a worried look in his eyes. He was very worried when Zhou Kuang asked him to increase the difficulty and did not choose the difficulty option.
Later, during internal testing, the planners all agreed that the game difficulty was relatively high, and not just a little bit high.
However, Zhou Kuang's attitude was very firm, so Ma Tu couldn't convince him.
According to the idea of game design, only by setting the game difficulty faced by each player to a range suitable for them can players reach the flow state.
Flow refers to a state of full concentration that people can achieve when doing something. It was originally a psychological term proposed by a psychologist.
Later, it was used by game designers in the field of games and is also one of the very basic concepts of game design.
When you play a game until you forget the existence of time, and feel a sense of energy and satisfaction after playing the game, you have entered the flow state.
For example, in many strategy games, Paradox games or Civilization, there is a classic saying: "Play one more round and then go to bed, and it will be dawn."
This is similar to flow.
Some types of games make it easier to get into flow, while others are more difficult.
The secret to entering the flow state is that the difficulty of the game should not be too high or too low.
If the difficulty is too low, the fun of the challenge will be lost, and if the difficulty is too high, the negative feedback will crush the player's fun.
Neither is acceptable.
Therefore, the simplest way is to set several game difficulties and let players choose for themselves.
Action games are more difficult to get started than other games, so difficulty selection becomes more necessary. Many excellent games before have similar designs.
Many games that seem to have no difficulty options also have dynamic difficulty.
The simplest way is to look at the number of times the player dies, the time it takes the player to kill the boss, or the player's shooting accuracy.
If players keep dying, game designers can reduce the difficulty by lowering the boss's health, the boss's attack frequency, or increasing the item drop rate to help players adapt to the game.
If players kill bosses too quickly, game designers can make the game more difficult and challenging in the opposite way.
But Ma Tu didn't know why his boss asked them to abandon such a classic design and choose to increase the difficulty to a level that ordinary players could not enjoy.
This is completely discouraging clumsy and ordinary players. Although it can please players who like high difficulty, what percentage of all players do these people account for?
And how many of them would like to suffer continuously?
But what he didn't know was that Zhou Kuang was copying the test paper according to the answers, doing something he already knew the answer to.
Hidetaka Miyazaki has long proved that players' tolerance for difficulty is much higher than people imagine.
And the number of people who like difficult games is definitely not as small as people imagine.
(End of this chapter)
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