I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 167 - 80: Maxed Out Torture, Barrage Explosion! Who Taught You to Play Games Like This?_1
Chapter 167: Chapter 80: Maxed Out Torture, Barrage Explosion! Who Taught You to Play Games Like This?_1
He controlled the little Knight as he moved forward.
After passing through a long corridor, Wang Laoju arrived in front of a thick, heavy door.
The door was uniquely shaped, resembling the tightly closed wing cases of a beetle.
Almost the entire game was constructed around the microcosm of the insect world, so this uniquely fashioned door actually gave Wang Laoju a somewhat special fondness for it.
Waving the nail in his hand, he struck it several times, shattering it with ease.
The in-game prompt informed him that he had entered the Holy Nest.
Ahead was a decrepit, abandoned town.
Due to the insect race’s penchant for living underground, there was no sunlight here either.
The dim streetlights illuminated the decay all around.
Along the way, the little Knight encountered another beetle resembling itself, called the Bug Elder, who claimed to be the town elder of Detmoth Town.
After a quick conversation with it, Wang Laoju summarized the interaction.
"The town elder just told us that this place used to be a very prosperous Kingdom of Insects, with the main body of the Holy Nest just beneath the surface not far ahead, and roads spreading out in all directions. However, after some unknown catastrophe, the insect citizens here all disappeared, and those left became insane... I’ve played plenty of games with human protagonists before, but a game with insects as the main characters, and in a world also themed around insects, is a first for me. It’s quite novel, I guess."
The live chat was also quick to respond.
"Indeed, if you had told me before there was a game focused on insects, I probably wouldn’t have given it a second look, but Designer Ke made the protagonist quite cute? And this old town elder looks pretty good too. Anyway, they don’t repel me."
"Gogogo! Skip! I want to see bloodshed!" Some in the live chat urged.
Wang Laoju didn’t need much prompting from the live chat—the town on the surface didn’t have much to explore.
After taking a look around, he found that indeed, only the town elder was standing there, while the other snail-shell houses all had their doors tightly closed, without even a light inside.
Following the direction of the town elder, he came to a hole in the ground ahead.
Without hesitation, he jumped down.
Soon, the screen displayed the name of the area
[Forgotten Crossroads]
And the first monster appeared in front of Wang Laoju.
The insect had a round head and appeared somewhat like a stink bug.
Without another word, he attacked!
Controlling the little Knight to step forward quickly, a slash of the nail was wielded horizontally!
"Smack!"
The nail drew a silver arc in the air, striking the stink bug, making it stagger back a little.
This game’s monsters seemed not to have health bars displayed, but the health bar of the little Knight character was shown in the upper left corner—five white masks symbolizing that the protagonist initially had five lives.
Not waiting for the stink bug to react, he rushed up and struck two more times.
"Smack! Smack!"
In three quick hits, he knocked the stink bug to the ground, completing the kill.
But at that moment, Wang Laoju’s eyes lit up slightly. He opened his mouth as if he wanted to say something, but then he remained silent.
The reaction from the viewers was somewhat similar.
"Hmm?"
"Wait a minute... the feel of this attack?"
Wang Laoju picked up a few Geo coins dropped by the stink bug.
Then immediately proceeded to search for the next monster in the underground world.
He swiftly found the second stink bug.
He repeated his method, rushing up and rapidly chaining multiple nail slashes on the stink bug.
After killing it again,
Wang Laoju’s gaze suddenly widened.
The game’s tactile feel...?
The barrage from the viewers likewise danced across the screen.
"Holy shit? Isn’t the tactile feel a bit exaggeratedly good?"
"Starting with a huge attack?"
"Even I, a viewer, can tell that damn, how did Baby Ke manage this?"
"Is there any action game expert who can explain, please? I’m a newbie and don’t understand what you’re talking about."
"As a ten-year veteran of action games, I’ve never seen such outrageous tactile sensation before today, so smooth... I can’t figure out how it’s done."
In action games, the feel of control has always been a subtle and abstract term, yet it is indeed real.
The strength or weakness of this feeling can often be one of the key factors in retaining players.
It encompasses the imaginary feedback to the player provided by the sense of impact.
It includes the feedback sent back to the brain by the hand operation commands.
It also includes the visual feedback on a psychological level.
Take a simple example.
When a player presses the attack key, if there is a delay, say the character only swings the sword to attack two seconds later,
Then those two seconds are very hard for the player to control precisely.
Once embroiled in a tough fight, it’s very possible to swing too early or too late and get killed by the enemy in one hit.
This would produce a strong dislike.
If this dislike doesn’t come from a mistake in the player’s own operation but from the fact the game’s tactile mechanics are poorly made,
Then it will increase the chances of a player abandoning the game.
Therefore, even action game manufacturers on Blue Star who have diverged in their approaches understand the importance of tactile feeling.
Usually, they only provide characters with wind-up and recovery movements, and then there’s immediate feedback.
That is, the moment a player issues a command, removing the wind-up time, the attack is executed right away.
This allows the player to highly integrate with the game’s character, creating a slight sense of pleasure from feeling ’I am in control.’
The higher this degree of control, the better the player’s feel of the game will be.
Yet, the action games on Blue Star are increasingly focusing on impact sensation, and the characters’ move executions are also getting more elaborate.
Some skills’ starting animations even require spinning several times in place and striking multiple poses before being executed.
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