Game Entertainment Empire

Chapter 1246: Distinguishing the core concepts of tradition

Regarding the detailed gameplay and detailed content of "Death Stranding", it is naturally difficult to describe simply.

To put it simply, it is compared to gameplay-driven games such as "Mario Kart", "Portal" and "Super Mario Maker".

"Death Stranding" is something special.

Because whether it is a game like "Portal" or "Mario Kart" or "Super Mario Maker", one of the game design concepts is based on the core gameplay, and then the gameplay is deeply explored and extended. Produce exquisite designs.

Then, fit the gameplay into the game's plot and set the theme.

As for "Death Stranding", it is based on a plot and setting of the game, thereby extending a corresponding gameplay and enriching the entire world system.

Just like the design concepts of games like "Red Dead Redemption" and "GTA" are similar.

I want to tell a story, and then create a real open world around the script.

This is why unlike other open world games, if players play "GTA", once they enter the main mission, they will find that after opening the map, other signs in Los Santos will disappear.

Players seem to be unable to do anything else on the map except the main mission plot, and some excessive actions will directly cause the mission to fail.

Because from a certain perspective, the main core point of games like "GTA" is not the openness, but the world.

The same is true for "Death Stranding". Because of Hideo Kojima's persistence in movies, "Death Stranding" is also an obvious movie-style immersive game, just like "Metal Gear Solid: The Phantom Pain."

Yang Chen also studied movies at the beginning, and he was able to understand some of Hideo Kojima's content in "Death Stranding" from certain perspectives.

But "Death Stranding" will never be made into a movie.

Because the core lies in interaction.

Movies cannot allow the audience to experience this kind of interaction.

But games can.

"Death Stranding" is actually more like a pioneer, opening up the game in a new direction.

In the past, games generally used the game's graphics or plot to express the plot ideas in the game, but "Death Stranding" uses the game's unique 'interactive' feature to achieve expression.

From these perspectives, it’s just like Rockstar’s obsession with creating an open world in order to present an excellent scripted story.

The same goes for Death Stranding.

"Mr. Yang, isn't the gameplay setting of the game a little too risky?" Lin Jiayi asked Yang Chen in the conference room of Nebula Games.

We still don’t have a complete understanding of the entire game’s background and worldview.

But Yang Chen also talked about the core of the game's content and gameplay.

That is to match the artistic conception of the game, with weak connection, just like in "Dark Soul" and "Bloodborne" players can see other players' messages.

Allowing players to feel the connection between people, thus matching the plot of "Death Stranding".

The player plays Sam in the game, and his occupation is a delivery boy.

It is also this profession that can better justify itself and have the responsibility of linking.

But according to the gameplay described by Yang Chen, Lin Jiayi felt that it was completely different from traditional games.

That is the arrangement of game nodes in the game, which is completely different from the traditional game concept.

"Nodes are not the key point. The plot, settings, and concepts of "Death Stranding" are destined to be a game where the process is greater than the node feedback." Yang Chen understood what Lin Jiayi meant and shook his head slightly. .

It is also precisely because of this setting that "Death Stranding" in Dream Memory is controversial.

As with most games,

Generally speaking, the core content is placed on the node.

For example, "The Witcher: Wild Hunt" and "Red Dead Redemption".

The content of these games basically follows the principle of getting from point A to point B.

Point A triggers the plot, point B engages in battle to end the plot, or continues the trigger and goes to point C.

But there is not much content on the node in the middle from A to B.

For example, "The Witcher: Wild Hunt" is about driving, and "Red Dead Redemption" is about riding horses.

Of course, there will be some random tasks on the way, but most of them are just for enrichment.

One of the more special ones is "The Legend of Zelda: Breath of the Wild", because on the map between point A and point B, there will be various unexpected discoveries, but in essence, the content of such unexpected discoveries is regarded as There are small nodes scattered on the map.

This is the node content of traditional games.

As for "Death Stranding", it is similar to games such as "European Truck Simulator".

Put the feeling and experience of the game on the middle journey.

The process of going from point A to point B is the core gaming experience. How to rush and the ups and downs in the process are the core.

The plot and CG animation triggered from point A to point B are the rewards given to players by Hideo Kojima in the game.

Including music during the journey, etc. are all rewards similar to obtaining equipment after completing a task.

At the same time, in order to enhance the core experience of rushing in the middle, there are many systems in the game.

One of the most important mechanisms is management.

Just like the original "Resident Evil" developed by Yang Chen, the player controls Leon in the game, but the backpack is very limited and requires material selection.

Whether it is carrying bullets or medical supplies, this is management.

In "Death Stranding", it is also necessary to manage Sam, manage the express delivery, and manage the delivery vehicles.

Loading, balance, risky highlands on the route, and methods of transporting cargo, including encounters with the Mirs and BT battles.

It can be said that how to manage is a core of "Death Stranding".

"It's different from mainstream game systems, so let's try and see if we can break it." Yang Chen said as he watched Lin Jiayi stretch.

No game can be perfect.

Yang Chen understood this deeply.

"Death Stranding" is not even close, "GTA" can't do it, "Super Mario Odyssey" can't do it, and "The Legend of Zelda: Breath of the Wild" can't do it either.

For Yang Chen, making every game as perfect as possible is what he wants to do.

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