On the Caprice of RPG

Source: Internet
Author: User

Heard a lot of people talking about RPG's some understanding. But many mention the list of features such as equipment, backpacks, character attributes, and so on. Seldom hear a point of view of the starting points. Perhaps the online game MMORPG, may now the fast food to the world outlook and so on already very simple, dispensable as long as has a condom can put in can, also cannot say wrong indeed the player also regardless so much. So whether it is A-RPG,MMORPG, and so on, I think about it, I am from the following points of analysis.

Worldview:

Whether it is IP or his own fantasy world view, at least there must be a mold.

Rules:

An RPG that needs to be a clear, player-acceptable rule. The game world has a variety of random factors, these random elements in the player and the player's differences, whether it is the operation or fall, this should be the game of the rules of the world. Just because the real world has rules, people's differences and the randomness of events, spending money does not reflect the difference. The fairness of this difference and whether the distribution of the player is reasonable determines whether the rule is appropriate or not.

Goal:

An RPG that has a goal that fits the world view. And the goal has to have a sense of the border. The world has rules, the difference between people and the world produces things that determine the pursuit of goals in the game world.

Sticking out from the top three points, it is found that the game is now done in each meeting around the following questions discussed, very floating discussion. I look at the following questions, so the conclusion is different from others.

The standard of the substituting sense:

The sense of substituting is actually a kind of feeling that conforms to the world view, a kind of game world which through the game character sees all sorts of, whether is the UI or the music or the icon or the value again or the operation way, must match with above three points.

The standard of strike sense:

Do not understand, a MMORPG and A-RPG between the line is a what, also did not find most of the MMORPG to what a strong sense of attack, it is to see because of the pursuit of PK elements for the strong operation of the pursuit of the sense of shock. A possible strike sensation is a clear positive feedback on the player's operation, mainly on the focus of the game's goals.

Easy to operate standard:

The original test of a project always put forward some convenient operation requirements or some hint of the requirements, due to the project later change is a theme, plus the original project has been done for a lot of people for a long time, so the game goal is not clear at all with the feeling to follow. The convenience of operation is not able to affect the standard of the sense of generation.

has been for an RPG game core goals are very unclear, resulting in the current project has a lot of questions, the following points:

1, is to let the player to PK competitive fun as the core?

2, is to let the player to equipment pursuit of the fun as the core?

3, is to let the player to win the strategy as the core?

4, is to let the player to collect items as the core?

5, is to let the player full interaction as the core?

Of course, RPG can contain all the above, like a copy of the battlefield, or open an arena function, or increase the collection of achievements, etc. can be supplemented and expanded by the new module design, So is the design of the first iteration of the game goal and the player's feelings consistent with the results of the first iteration of the game now? The beginning did not say the goal of the final statistical feeling when said the target who knows whether in the control range! It's not going to happen one game at a time. All goals are achieved, and the core objectives of each iteration are different. At least now I'm looking at this iteration. The goals above are too scattered, and if the expectation is to slowly iterate over the future, it may be a total outbreak of multiple local problems. It is necessary to rethink whether the expected goal is consistent with the result of the final iteration.

On the Caprice of RPG

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