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We will start by healing the player

Chen Xu has travelled to an alternate world. He is surprised to find that many classic games are missing here as compared from his previous life. He has an ’emotion collection system’, for happiness, sadness, excitement, fear, anger and other emotions provided by players who have played games made by him? But it is easier to get their resentment than happiness? Looking at his harvest, Chen Xu expressed puzzlement. As a result, Chen Xu’s career as a game designer gradually turned crooked. Countless players went berserk. OG author: 喝一杯红酒 OG title: 游戏制作:从治愈玩家开始 Another translation: https://www.webnovel.com/book/game-design-step-one-heal-the-players_27914435008739205 Note: I do not see the translation being done. So, I have started translating it. I do not know own this novel.

Blood_22 · Game
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114 Chs

C111: It's Coming

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"This battle mode is a simple knight duel!" 

"The moves aren't flashy—just simple and straightforward!" 

"However, the duel with that huge boss is much more exciting." 

"Yeah, Ash Judge Guda looks incredibly powerful." 

"But is there an issue with the game's difficulty? Or maybe the equipment used during the demo is too strong? The boss battle feels short. Maybe it's a mowing game" 

"Exactly! It doesn't feel satisfying. Sure, the brutal takedown looks cool, but taking out half its health in 30 seconds feels rushed." 

"Well, this is a demo. I think they will adjust the values for the boss when the official version is released. The experience will vary depending on their equipment and level. The demo mainly highlights the gameplay." 

"True. The combat system looks good. I don't see any issues with it so far." 

"Once the official version is launched, the difficulty will likely increase. Worst case, we can always opt for the highest difficulty mode." 

"I hope the game will give me a challenge. If the battles are too short, it doesn't feel satisfying." 

"Agreed!" 

Players shared these thoughts and opinions during the live broadcast, exchanging comments via the chat window. 

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Their focus mainly revolved around two aspects: The boss battle process and the gameplay. 

After the video ended, Chen Xu answered the most popular questions raised during the gameplay and shared more details about Dark Souls. 

"I believe you've all seen the gameplay of Dark Souls. I can confirm this will be a level-advancing game. 

"I've also noticed many comments about the boss fight being too short or the difficulty curve seeming too simple. Rest assured, these concerns are being taken into account." 

"This involves the core gameplay of the game and it is what sets Dark Souls apart from other ARPGs. I can only reveal that Dark Souls will be a special game. As for the length of the BOSS battles, it depends on the player. Whether the gameplay is fast or slow ultimately hinges on individual skill and approach. 

"I've also noticed that some players question whether this is another healing game. All I can say is that it can be played that way, but success will still depend on players will. 

"To be honest, for some players, Dark Souls remains highly challenging." 

The live audience, watching the broadcast, responded enthusiastically, posting comments one after another. The popularity of the live stream continues to climb. 

Although Chen Xu's answers reassured most viewers, they were still left with a sense of mystery. Everyone felt they got something significant, yet there was an air of ambiguity. Regardless, the lively atmosphere continued. 

The online game launch event pressed on. 

After briefly showcasing the battle system, Chen Xu presented a series of breathtaking game scenes on the big screen. 

The journey began at the Firelink Shrine, then moved to the towering Lothric High Wall, which players encounter after leaving the Shrine. Following that were glimpses of the Catacombs, the Secluded Church, the icy Cold Valley, and the imposing Farron Keep. 

Each scene transitioned from close-up details to sweeping panoramic views, highlighting the intricate craftsmanship and grandeur of the game's world. The stunning visuals left everyone in awe. 

The pictures released now are not the original concept art. These are actual scenes from the game itself.

This revelation surprised not only players but also game designers who have been closely following the industry.

In a chat group for designers, the discussion about Dark Souls was lively: 

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"Chen Xu's Dark Souls art assets are truly impressive." 

"Absolutely, it's undoubtedly top-notch." 

"But with so many scenes, the scale of Dark Souls seems enormous. I have some doubts about how it's being managed." 

"Yeah, considering this is Chen Xu's first foray into an ARPG with such a vast scope, it's definitely a significant challenge." 

"There are already seven or eight distinct game environments, aren't there?" 

"I wonder how long the full gameplay experience will be." 

"As long as the plot and gameplay don't feel slow or draw heavy criticism from players, Dark Souls has already won half the battle." 

"Exactly. The environmental art in this game is phenomenal, especially the setting of Leng Liegu. It's breathtaking." 

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While industry professionals marvel at the game's achievements, players are even more thrilled, flooding the official livestream chat with exclamation marks.

From what's been showcased, Dark Souls has achieved remarkable success in its visual design and combat performance. However, whether it can ascend to the status of a masterpiece still depends on its overall execution. 

A great game isn't judged by one aspect. It requires a holistic integration of plot, gameplay, and deeper engagement to truly shine. 

Even if a game employs cutting-edge technology and pushes graphical fidelity to its limits, it can falter if its narrative or core content falls short.

For instance, consider a story-driven game where players assume the role of the protagonist. If the plot revolves around witnessing a loved one's tragic death, seeking revenge, retreating from conflict, and then circling back to vengeance, it risks being predictable.

Even if revenge is eventually achieved, the experience may leave players unmoved, questioning whether such a game deserves recognition as a masterpiece. 

Players often have a clear judgment of what constitutes excellence. 

For Dark Souls, the groundwork has been laid, setting a solid foundation. But its ultimate success hinges on how well its narrative and gameplay are executed. 

At the end of the live broadcast of the press conference, the release time for the highly anticipated game was officially announced. 

"Dark Soul will officially launch on December 1, priced at 268 yuan!" 

This price reflects the external market value. However, the game will also serve as the flagship title of the Neon game platform, acting both as a showcase and a means of drawing in new users. 

To ensure broader sales, an exclusive strategy was avoided. The market is still unpredictable, so a safer approach was taken. Instead, a value-driven strategy was adopted, leveraging Neon Games' strong financial reserves. 

The game's price remains at 268 yuan, with players who choose to purchase it through the Neon game platform will receive an additional 69 yuan coupon. This move aims to attract more users to the platform. The ultimate goal is to grow the user base and encourage repeat consumption on Neon's platform by increasing the cost of switching for players over time. 

For players tuning into the live broadcast, the internal strategy remained hidden. They only focused on their excitement—after waiting for months, their long-anticipated title was finally ready. 

The wait is over.

The game's release is now just around the corner!

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