I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 678 - 209: Stonewell! The God-level Map Design That Silenced Designers Globally!_12
Chapter 678: Chapter 209: Stonewell! The God-level Map Design That Silenced Designers Globally!_12
"Because there’s really no need for designers to arrange it deliberately, there will always be players who can’t beat certain monsters at some stage, and then they’ll naturally strengthen themselves and go for revenge."
"But after seeing ’Elden Ring’, I realized that there’s a real art to ’attraction through hatred’!"
It seemed George’s words had caught his attention.
Conna immediately raised an eyebrow.
"How so?"
You mean to say.
Even though ’Elden Ring’ is already so outstanding.
There’s something new that can teach all the designers around the world another lesson?
Isn’t that a bit of an exaggeration...
After all, from the mere ten-hour live stream,
the design philosophy that ’Elden’ presented, any designer in the world who paid attention to this game must have gone from being shocked to numb.
Shocked numb, truly shocked numb!
Impeccably outstanding!
And now you suddenly tell me.
There are more settings in this game worth learning from?
It’s like saying, ’You can still add points on top of a perfect score.’
Incredible.
George saw the bewildered looks from everyone and then spoke deliberately.
"If there is anyone like me who has watched the streamers’ live playthroughs up to now, they should have noticed something—that is—"
"’Elden Ring’ really likes to repeatedly use the same monsters to tug at the players’ feelings of hatred."
"And the first encounter is basically impossible for the player to overcome."
"This tactic, if it appears once or twice, could be called a coincidence."
"But if you observe carefully, you’ll find that it’s everywhere in the design!"
"At the beginning of the game, players encounter a boss named Limb Noble, a boss that seems very powerful and is completely unbeatable by the player at that stage."
"So, in Stonewell’s Limbs Hall, Designer Ke placed this monster again, allowing the player who has already grown somewhat to complete their revenge, thus achieving the pleasant sensation of revenge."
"The same goes for the Big Tree Guardians and Omens encountered outside."
"Later, when players first come to Stonewell’s main gate, they face numerous ambushes, and 99% of players will die there many times and then take other paths, but the seed of hatred has been planted."
"After exploring Stonewell a bit, they will find above the drawbridge, the group of soldiers with their backs to the player that Ke ingeniously left behind."
"Most players will choose to leap down at this moment, taking them out one by one through effortless surprise attacks, thereby completing their revenge for the repeated deaths at the main gate."
"But as they drop, it also means players have entered a completely new area, and naturally, they will go on to explore this new area."
"This clever use of hatred pulls the players away from becoming dependent on a fixed path and thus encourages them to explore more content."
"The more content they explore, the deeper the player’s immersive experience with the game becomes."
"Essentially, this guidance method establishes a short-term goal through hatred; we can see that the emotions of the streamers are very clear."
"Why have I suffered in Nimgreifu and trained everywhere on Sobs Peninsula? What for? To come back and kill Omen!"
"Why should I jump down from the drawbridge and kill these soldiers who haven’t even noticed me? Because just now they blocked me at the city gate and I died many times! I’m annoyed just looking at them!"
"This is the short-term goal that ’Elden’ has invisibly given to the players, without any prompts, without a quest reward saying what the prize will be after defeating the Big Tree Guardian. But players will do it just the same."
"Different from the commonly used ’reward guidance’ in other games, ’hatred guidance’ is a novel concept making its first appearance."
"But the execution in ’Elden’ can only be described as powerful."
After George finished his analysis.
The entire design department resonated with the sounds of numerous employees gasping in astonishment.
Even Conna’s looks sparkled with immense shock!
This deeply hidden design philosophy... Without George’s experienced game director analysis, the other, less-experienced designers present wouldn’t be able to discover it.
But even someone as experienced as George.
He could only analyze ’based on the design already provided by the game’.
Designer Ke... had actually created the game!
This intensely overwhelming sense of despair, built up through layers of ranks, quietly spread throughout the entire design department.
The expressions of all employees seemed to converge into a single thought.
Who the hell are we even competing against...
Is this really an opponent we can defeat??
The impact on Conna was undoubtedly more intense.
Before ’Elden’ was released.
He even believed that ’Dark Domain Realm’ could crush ’Elden’
Looking back at that thought now.
Even a three-year-old child would mock how naïve I was...
After a long sigh, Conna’s face wore a mix of helplessness and self-mockery.
But soon, his gaze filled with curiosity.
"However, I am rather curious."
"He’s left us such a powerful ace..."
"The variety of design concepts currently shown by ’Elden Ring’ could, quite frankly, elevate the game industry of the entire Blue Star to another level!"
"But this also means that other game developers can learn and digest the excellent design concepts from ’Elden’ very quickly."
"So, when facing real game empires like Art Electricity and Blizzard later on, what can he bring out to compete against them?"
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