Chapter 157: Players, Good Luck!
Seeing the doubtful expressions on everyone's faces, Alex probably guessed what they were thinking, and he smiled and explained: "Don't worry, it's not what you think."
"The game's bonfires are not completely incapable of teleporting. As the story progresses, after players get through the Undead Settlement, the Village of the Sick, and other places, and successfully ring the bell, they will be able to travel to the Royal City and get an item called 'Royal Weapon,' which activates teleportation."
"Additionally, in the game, players can level up directly at the bonfire."
Alex's words shocked everyone.
"So the Fire Keeper's function is in the bonfire, and the teleportation function is in a game item." Eric quickly understood the design of the bonfire in the game.
"That's right," Alex nodded. This also allows players to experience the intricate map design. The teleportation function still exists, it's simply been placed in an item. This design is mainly to highlight the complexity of the map.
Various interconnected map scenes, with elevators and shortcuts, allow players to travel from one area to another in a very short time. If the map design of the Souls series is the peak, it is undoubtedly the design of the scenes of Souls 1. If the teleportation function were added to each game scene, this exquisite map design experience would be considerably reduced.
After describing the prequel subtitled "First Flame Era," Alex worked with Jane, Lisa, the art team, and Eric's level designers. Next, he explained in detail the game's maps and the various level designs.
Compared to previous Souls games, many aspects of the prequel still require careful design. A simple trap design should not be superficial. They already had experience with this during the development of Dark Souls. For example, there are two enemies in front of this area. Normally, when players enter this place, it is a blind spot, so those who are not careful can be ambushed suddenly. This type of corner death has already been used before and is a basic beginner's trap.
But in the prequel, we can't be so superficial. We must surprise players, so we need an inverse mindset, not to hide it, but to make it obvious. We need players to discover this trap that is in plain sight, but there is actually another trap hidden behind this one, like a thousand-layer cake. The one on the outside is designed specifically for players to discover, but in the treetops, in the corner, there is a hidden enemy. This is the true harbinger.
And there is another advantage to doing this: it gives players the illusion that I died here only by carelessness. Thus, players become more cautious after death. Using subtle techniques to guide them, we gradually lead them to deeper traps, keeping them challenged and giving them a sense of accomplishment.
Alex, sitting in front of his computer, built a simple scenario to make sure everyone understood his point. Eric and the others swallowed silently. Added to the fact that the bonfires could not be teleported to, these traps, this level design... it was inhumane! Just by visualizing it in his mind and connecting it with the experiences of previous players in Dark Souls, he could already perceive the deep malice.
"So it's like boiling a frog in warm water, and at the same time giving players the feeling of being sold and still counting their money?" Lisa nodded thoughtfully.
Alex said nothing, just a look.
'Why was he so harsh? Although it was quite descriptive.'
"It's mainly to add more gameplay to players, to surprise them."
What is gameplay? Isn't Dark Souls' gameplay its unexpected level design, its intense boss battles, and its ubiquitous death traps? Wouldn't it be unfair to players if these features were removed? To ensure players can fully enjoy the game.
It's all for the players; it's not just words, it's action. This is the quality that a game developer must possess!
Hearing Alex's words, Eric pursed his lips and remained silent.
If it is shocking, it is truly shocking. But if it is joyful... Well, players, I wish you good luck. I can only feel sorry for you in silence.
After all, Eric expressed some fear when thinking about what a game like this will look like once it's developed.
After the meeting, the Dark Souls prequel has entered development. However, the main task now is to produce artistic resources. Because, while the action resources remain virtually unchanged in this game, the entire map will be replaced. Not even the original Imperial City, Farron's Dung Pit, and the Royal Gardens can be reused.
After all, the time span is the end of the Age of Fire, while the beginning of the Age of Fire has just begun. It needs to convey a sense of great change, allowing players to feel the passage of time.
Additionally, the main task is the promotional digital animation of Dark Souls: First Flame. Alex has already provided the relevant storyboards to Lisa and Jane. All that is left is the production of digital animation. The company is still the one that created the opening credits of Dark Souls. Their previous collaboration was quite satisfactory and their capabilities are top-notch in the industry.
Currently, Alex has no content to oversee for Dark Souls: First Flame. In addition, John is in charge of the preparations for this year's Game Expo.
As for preparing a completely new game like last year, Alex has no plans this time. After all, he has already developed a major title, It Takes Two, and now he has a new Dark Souls game in development. Time is running out.
Therefore, Alex does not plan to participate in this year's Game Expo.
As for the international launch, Stellar Software contacted Alex to try a simultaneous global launch, and he agreed. After all, Dark Souls' international performance last year was truly impressive, which gave the intellectual property a certain recognition.
After summarizing the current state of Nebula Games, Alex stretched out on the sofa in his office.
Suddenly, his desk phone rang. Alex answered it, surprised.
It was the game department's landline number.
'Why would they be calling him?' Alex replied, bewildered.
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