My game, you have no right to award
Chapter 20 Scoring Results
Chapter 20 Scoring Results
"Internal testing, what do you all think?"
Zhou Kuang simply changed the angle and asked.
“It’s all very difficult.”
Ma Tu chose to tell the truth.
"How many people have defeated this boss?"
"Less than half, more than one-third."
Zhou Kuang nodded after hearing this. Even though they had not been baptized by soul-like games, one-third of them had defeated this boss.
This just shows that the difficulty of the game is not only not high, but may even be a bit low for soul travel.
Zhou Kuang's face turned slightly red when he thought about how he had died so many times just now. He had fought so many wandering souls, but the number of deaths was still a bit too much.
He thinks that this really cannot be said to be bad.
This was not just talk, but he was used to the attack rhythm of Soul Travel, so when facing the Turtle, he also expected the other party to attack in the same way.
However, there is no precedent for soul travel in this world. They are truly creating a sub-category of games from scratch, so the gaming experience is more or less different.
However, he had no intention of raising the difficulty further, so he decided not to adjust it for the time being.
He simply asked Ma Tu to find the employee who could get through the Xuangui the fastest.
Ma Tu nodded and returned to the planning team's area.
Soon, he came over with a young man with a square face and a crew cut.
"This is the battle plan of our planning team, Xiao Wang." Ma Tu introduced.
Xiao Wang obviously didn't know what he was called for and seemed a little restrained.
"How many times did you die during the game just now?"
Zhou Kuang asked straight to the point.
"Uh, maybe two or three times."
Battle planner Xiao Wang obviously didn't expect that he would be called over by several superiors and bosses just to ask about this matter.
"The main thing is that I've also seen the battle animation, so I have some advantages."
He spoke the truth, after all, the responsibilities of a battle planner included all combat aspects related to the game.
But playing games is different from designing games. How many times you can complete a game depends on whether you are clumsy or not.
"How difficult do you think it is?"
“It’s not easy, but it’s not difficult either.”
Hearing the other party's answer, Zhou Kuang agreed.
The people who like soul wandering the most are those who can accept their own suffering, and those players who practice hard to have a better chance of passing the level.
Souls-like games were not accepted by the public from the beginning.
The origin of soul-like games is "Demon's Souls", produced by From Software in 2009 and supervised by Hidetaka Miyazaki.
The difficulty of this game is considered to be on the relatively difficult level among Souls-like games.
The difficulty is not reflected in the attack logic of bosses and monsters, but in the details of some game mechanisms, which seem full of malice.
Many designs seem extremely unreasonable and perverted even today.
For example, there are not as many save points as in Dark Souls. Players can only save the game after defeating a boss. Otherwise, if they die, they can only start from the previous save point.
Not only do the rewards for the monsters are low, but they are also everywhere. Once they pile up, it will be extremely disgusting for players to clean them up.
The huge difference in difficulty between levels discouraged many players.
During the game's development, developer From Software was extremely pessimistic about it, as was publisher Sony. Even producer Hidetaka Miyazaki himself had little confidence in it. However, after its release, despite minimal publicity and publicity, the game's dark style and unique combat experience, relying on word of mouth from players, overtook other franchises, reaching sales of over one million copies.
Such an achievement is already a huge success for From Software. Hidetaka Miyazaki became the biggest contributor, and the publisher Sony also regretted not using more resources to promote this game.
Therefore, for Zhou Kuang, who has many years of experience in soul-gaming, he is already very clear about the concept of soul-like games, so their games will definitely be much more balanced in difficulty than "Demon's Souls".
Even though "Demon's Souls" had such an unbalanced difficulty curve, it still won a lot of fans. So the game with the difficulty adjusted by Zhou Kuang will definitely receive better reviews.
So no matter how the company views this game, he will make decisions based on his own ideas and insist on implementing it.
"That's no problem. Just follow this difficulty level."
Zhou Kuang said.
Seeing Zhou Kuang confirm the difficulty again, the few people knew that the matter was settled, so they did not continue to persuade him.
Just then, the system rang again after several weeks!
"Ding!"
"The system has detected a playable game demo!"
"Do you want to rate this demo?"
After hearing this, Zhou Kuang did not make a decision in a hurry, but instead called up the task objectives originally proposed by the system.
Mission Objective 1: Before the revenue of "Hot Blood Battlefield" drops to the break-even point, create a stand-alone game demo based on Unreal Engine 4 and achieve a passing score of 60 points.
Mission Objective 2: Before the revenue of "Hot Blood Battlefield" drops below the break-even point, release a trailer for the game targeted in Mission 1 and achieve 100 million views for the single trailer on Bilibili.
It seems that this is the score requirement for the demo in Mission Objective 1.
Thinking of this, Zhou Kuang quickly said, "Yes."
"Rating the playable demo, please wait..."
"Please wait……"
“Rating has ended!”
"Host, please click on the rating results to view them!"
Zhou Kuang saw a file in the lower right corner of the system mapped in his mind. He immediately chose to open it, and the scoring results popped up.
【Gameplay Rating: 65】
[Game graphics rating: 72]
[Game Audio Rating: 39]
[Game plot rating: 2]
[Game Optimization Rating: 13]
[Comprehensive score: 41]
Zhou Kuang was a little surprised to see the score. It was not because the score was low, but because it was a bit high.
They have only made a boss and a scene, but the demo score is already 41?
Then wouldn't it be just around the corner to reach the passing score of 60?!
He guessed that the system's evaluation criteria were for a demo, not a complete game, otherwise it would not have scored as high as 41 points.
Moreover, he did some calculations in his mind and found that the overall score of 41 was not the average of all scores, which meant that the system had its own algorithm, or had different weights for different aspects.
What surprised him the most was that the game only had 2 stories?
But after thinking about it, he didn't feel strange anymore. After all, there was no plot in this battle scene.
The only 2 points the plot got were probably all given for the CG.
Zhou Kuang thought for a moment, that is to say, as long as he adds the plot and raises the score of the plot, can he directly reach the requirement of 60 points for the overall score?
After all, in task requirement 1, the system only requires a score of 60 points, while task requirement 2 only requires the promotional video of the same game to reach 100 million views.
(End of this chapter)
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