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What are the turn-based innovative gameplay methods learned from the Paladin series?

If you are a player who came into contact with the game from the era of "Paladin Sword" and "Regulus Sword", you will not be unfamiliar with turn-based system, which is the kind of game mode that is spat out as "dull you hit me, I hit you". But for those who use triple-A action games as a game initiation, turn-based may seem a bit distant for them.

What are the turn-based innovative gameplay methods learned from the Paladin series?

As far as the editor is concerned, the earliest contact with the game is "The Legend of the Paladin Sword 1", initially watching others play, and later when playing by themselves, the understanding of the battle link is not deep, but it is deeply attracted by the plot. After completing the level, the plot is understood, and like many players, it has the resonance of turning things around and saving the spirits. One of the most crucial links is to save Ling'er from the Hmong leader in the inn early in the game. But defeating this enemy is not small, in addition to spawning upgrades, you also need to master the skills when fighting. As a result, Xiaobian's understanding of turn-based combat gradually improved.

What are the turn-based innovative gameplay methods learned from the Paladin series?

But as far as the game itself is concerned, although the turn-based game of Xianjian I is somewhat boring, after Xianjian III, the mechanism has changed, the most important of which is that there has been a major change in the order of moves. Different from the previous turn-based game you, I move out differently, Xianjian 3 uses a half-turn, semi-instantaneous combat method, each character has its own move speed, which determines who is out of the move, this small design, was later used by many turn-based games more or less (for example, many characters have the attribute of speed, upgrade shoe equipment, can increase the speed of moves).

What are the turn-based innovative gameplay methods learned from the Paladin series?

The above changes are only a small one of the many contributions of the Immortal Sword to the turn-based game, after the Immortal Sword, many online games have also begun to adopt the turn-based battle mode, the Xianjian series of game modes optimization and development, of which, there are several more novel turn-based gameplay updates, Xiaobian has to mention.

Take the mobile game "Yuanqi Sentient Beings" as an example, first of all, the creativity of the formation. The main formation of the Immortal Sword series is the Five Spirit Array, which provides character assistance buff through five elements. The Yuanqi Sentient Beings Chronicle takes this point deeper, the formation is not only the Five Spirit Array, but also includes more formations, and different formations have different buff effects to cope with different quests.

What are the turn-based innovative gameplay methods learned from the Paladin series?

The second is the special battle item added to the battle, the Immortal Rune.

Turn-based combat is a kind of strategy, while attaching great importance to numerical games, and real-time game is different, the probability of accidents in the battle is low, once the strategy is formulated, the outcome of the victory and defeat has been determined in half, generally there will be no hand slipping operation errors leading to the reversal of victory and defeat. Therefore, many players also complain that turn-based games are not interesting, and the emergence of fairy charms actually improves this situation and gives turn-based combat more possibilities.

What are the turn-based innovative gameplay methods learned from the Paladin series?

For example, the Thunder Charm in the above figure has extremely high attack damage, and if the player stays until the end when everyone's health is not much, it often plays a role in reversing the situation. There is also a resurrection charm, which is even more useful, I will not expand here, I understand everything.

Just like the world of martial arts to learn Shaolin, many turn-based games have learned a lot from the Xianjian series of games, of course, the successors have also created their own gameplay, the turn-based gameplay continued, in a way, also continued the Xianjian game IP. It's just a pity that the latest Paladin 7 does not use turn-based gameplay, so that many players who like turn-based have one less game choice.

(Pure Original)

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