Chapter 59 Enlightenment
Even if this game cannot be achieved, Zhou Kuang doesn’t care, but at least he should work towards that direction.

As long as they keep going and the team continues to grow, they will eventually make the best game.

Zhou Kuang originally had this confidence.

And to make the best game possible, these aren't just the little details.

Bit by bit, through every meticulously crafted moment of the game, players will truly fall in love with a game.

Zhou Kuang suddenly felt a little worried that he might have lost his original intention as a gamer.

The original intention of making a good game.

After traveling through time, he made games, sold shares to Antarctic Interactive Entertainment, expanded his own company, and the entire Internet was discussing his games!
These achievements were things he had never dared to imagine before, but now they have become reality.

This made him feel a little elated.

Would I have been like this before?
Zhou Kuang cheered himself up and tried to be more focused.

Many of his current achievements were due to the benefits of time travel and the help of the system.

A person's destiny, of course, depends on his own efforts, but it also depends on the course of history.

Today, Basilio in the virtual space sounded the alarm for him.

Even the real Basilio didn't know what was going on.

But Zhou Kuang was very grateful because it made him humble again.

"Netherworld Mountains and Seas" has only been temporarily touted to this position, but before the game is released, it is still unworthy of the position.

Once they fail in the end, or the quality of the game does not meet expectations, the media and players will use exponentially more force to pull them down and step on them hard.

That would be his worst nightmare.

Zhou Kuang began to communicate with Basilio seriously and listen to his advice.

It turns out that many times the failure of a game is caused by many factors, not just the producer's own level of understanding of the game.

At least when communicating with Basilio, he could feel that the other party had a deep understanding of games, and that he also loved games and loved making games.

His biggest gain was Basilio's suggestions on map design in the "Netherworld Mountains and Sea" levels.

"Are you saying that you feel your map recognition is low?"

Zhou Kuang looked up at Basilio.

"Yes, look here."

He used the handle to control the character to a fork in the road.

Although there are forks in the road, you will actually end up at the same intersection, so there is no need to worry about getting lost.

This is what Zhou Kuang originally thought, and this is how they designed it.

"Although I really like your dark color design, but..." Basilio paused and continued, "But do you see any iconic scene elements in the picture?"

After the other party said this, Zhou Kuang understood a little.

Indeed, although there are indicators such as lights, the two roads still look very similar.

If five minutes later someone asked him which road he had chosen, he might not be able to tell.

Zhou Kuang once felt that those formulaic, industrialized assembly-line masterpieces, which often used yellow paint as a climbing indicator, were boring and too similar.

But now it seems that the reason why those big companies like to use this method is naturally because of its unique features.

"So what do you think we should change? I don't think changing the art style is a good decision..."

"No, no, no, you still don't understand."

He shook his fingers, and his beard twitched.

“Your game needs iconic scene elements, not necessarily colorful iconic scene elements.”

Zhou Kuang thought about it and realized that he had indeed misunderstood. Using yellow paint as a climbing indicator was just one way to use iconic scene elements.

That doesn't mean there aren't other ways to achieve the same effect.

At least in Yang Ji's artistic style, scene elements using bright colors would appear particularly harsh, directly destroying the artistic beauty of the entire game.

Zhou Kuang was thinking while Basilio continued speaking.

"Your game also lacks clear movement guidance."

Traffic flow refers to the route that the designer wants players to take, and traffic flow guidance is to guide players to where the designer wants them to go through design.

Guidance is more than just clear directional indicators, such as a route painted on the ground or a directional sign on the side of the road.

Everything in the game that attracts players, like treasure chests, monsters, and merchants, can serve as a guide for movement.

To some extent, Basilio was criticizing them for not having a clear route design for the map in the game "Netherworld".

If there is a clear route design, there will be movement guidance, and the player's actions can be predicted to a certain extent.

All of this can significantly improve the quality of the game's map design.

Through the reasonable allocation of game resources, designers can use the same amount of content to give players greater fun.

Zhou Kuang was sweating profusely. He didn't expect that they were so lacking in thought in this regard.

Indeed, although the overall quality of "Anotia: The Lost Song" is not good, its map design is definitely worth learning for practitioners.

Basilio is clearly very good at this part.

Next, Basilio began to explain in detail how to design the roads in the map.

After hearing this, Zhou Kuang suddenly realized. He didn't expect there were so many tricks involved.

For example, there are many types of routes designed by game makers.

The simplest one is the main path of the game, which allows impatient players to experience the full content of the game as quickly as possible.

Then there are the branch routes, which are perfectly designed as "hidden routes that are just discovered by players."

Players will think that they have "discovered" this path, and thus gain a certain sense of accomplishment. The designer then provides positive feedback to reinforce this feeling, such as a treasure chest full of rewards.

But in fact, this is all under the control of the planners.

Branch roads are also divided into several categories.

For example, there is a branch road that leads back to the main road. This is just a way for the producer to provide players with a more interesting and secret route.

However, some branches are only for providing rewards to players, and the end of such branches will definitely be a dead end.

This reward can be the simplest treasure chest or the starting point of a side quest.

Other branches will provide players with a playground, such as an animal habitat for hunting or a small enemy camp.

Zhou Kuang thought about it and felt that he had gained a lot.

"Hey, friend, thank you so much..."

Zhou Kuang raised his head, only to find that the person in front of him had disappeared.

"Where are the people?"

Zhou Kuang subconsciously walked to the door, only to find that this time the door could be opened.

He opened the door and looked outside. There were still a few people working overtime at their workstations.

Zhou Kuang felt lost. Before he could ask a few questions, the other party disappeared.

I don’t know if I will have the chance to see him again in the future, and if he does, will he still recognize me?
Anyway, thank you.

Basilio.

(End of this chapter)

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