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Why are the battle maps of ARPG games particularly empty and wide?

author:Dinosaurs carry wolves to play games

The battles of ARPG games are basically fought on wide flat ground, like what Nioh, a wolf, monster hunting, Devil May Cry, God of War are like this, even the fight scenes released by the current black myth are also wide flat land, like Journey to the West, this myth has a daughter country, Gaojiazhuang and the like, so there should be a lot of palaces, if you can design a fight in the attic room, the palace room will be good, while hitting the entire palace while collapsing, so that it will not be fun to play from the perspective of the player, and add some scene interactions such as weapons hitting the wall will be dented, and a few more hits can collapse the wall, the battle triggers the NPC crowd will be commotion and shouting, which is definitely cooler than fighting in an empty field.

Why are the battle maps of ARPG games particularly empty and wide?

It can be done, but it is not necessary. The first thing to consider is whether it can increase the game experience and give positive feedback, rather than overly pursuing realism to add blockage to players. And if you want to do the battle you imagined, I don't know how much to add to the production cost, so it can be said that it directly adds a latitude, and it really becomes "PVE".

Why are the battle maps of ARPG games particularly empty and wide?

The height difference terrain will affect the game experience, obstacles will hinder the player from dodging, allowing the player to attack the flick knife/be blocked, if you can destroy it with one blow, then the boss will blow up half of the map with a slap, what is the point of your design?

Why are the battle maps of ARPG games particularly empty and wide?

Scene battles to be honest, I haven't seen anything good done, and it's OK not to be disgusted by the scenes. It's too boring to do too much process monsters.,And it looks petty.,I think when I go back to playing Nioh.,It's strange to force so high.,It's disgusting to always circle a pigsty-sized field.。 For details of complex scenes, please see the Ancient Tree Forest, which is uncomfortable to fight, and it is more important than anything else to do a good job in battle interaction. At most, it accepts performances like the Black Dragon Transformation Stage, hiding in the door and field weapons. It's really hard to imagine while fighting, either it's going to give you a fall to death, or it's just going to be a process performance, and I can't imagine how to integrate this part into the battle, and it's hard to do an optimization estimate.

Why are the battle maps of ARPG games particularly empty and wide?

Xbox's Yuga,Everything in all scenes can be dismantled.,Palaces can too.,But it's very functional to do It's not a good idea for this generation where the performance mode is not necessarily smooth.。 Action games are very taboo about height differences, because the judgment of each move is fixed, and some moves will change according to the position of the enemy, and the higher the height difference, the more the height difference will be disrupted.

Why are the battle maps of ARPG games particularly empty and wide?

Most of the indoor games are multi-point, or Resident Evil, the kind of puzzle solving, action game moves open and close, and the basic requirements are greater than the protagonist, and the narrow scene is not applicable, so it's either outdoor or indoor hall, and there are many games that you said about collapsing while fighting, but it's basically one or two scenes, and it's estimated that only Drake and Laura collapsed the whole process, but it's also a bridge and road collapse, and this kind of scene design should be particularly time-consuming, so the proportion is not very much, after all, they make games to make money, and the funds must be calculated well.

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