On The Road Of Action Game, A "sharp Turn" Suddenly Appeared In The MIHA Tour

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Eleven years ago, when caihaoyu was worrying about the office rent, did he ever expect that his "collapse" series would become a terrifying IP game in the future? If we leave fly me 2 the moon aside, the first work of the "collapse" series of MIHA tour is collapse School Park, a horizontal version shooting game. In this game, players will control Kiana to fight against all kinds of zombies in the collapse School Park.

A year later, MIHA you launched a series of new works, collapse School Park 2. Compared with "collapse School Park", the core playing method of "collapse School Park 2" has not changed much.

The "collapse" series really reached a climax after the release of "collapse 3rd". In the process of "collapse School Park 2" moving towards "collapse 3rd", MIHA you spent a lot of energy to complete the world outlook and background setting of "collapse" series. In this process, the "collapse" series has changed from the original horizontal version shooting games to 3D action role-playing games, and the picture has been improved by leaps and bounds. Compared with the horizontal version shooting method of collapse School Park 2, collapse 3rd has added Dodge, combo, QTE and other designs, and the action system has become more perfect and mature. On this basis, MIHA tour also launched a role-playing game "original God" that emphasizes the exploration of the big world, and accumulated experience in designing 3D big world maps.

The success of "smash 3rd" and "original God" undoubtedly aroused the players' curiosity about MIHA Tour - everyone is looking forward to what kind of breakthrough will be made in the technology of MIHA tour's next work? Or... What kind of innovation will be made in playing methods?

However, the next operation of MIHA swim almost flashed the waist of countless people - they suddenly made a "sharp turn" while moving steadily on the action game road, and their painting style suddenly changed, and they planned to launch the turn based mobile game "collapse: Star dome Railway".

When the news was first announced, many people were disappointed to think that as a new series, collapse: the star dome railway is also a turn based game, which has natural limitations. I'm afraid its future performance will not be too optimistic - you know, before this, MIHA tour had never played a turn based game.

What is surprising is that "collapse: the star dome Railway" is not shackled by the two labels of "turn system" and "series of new works". On the contrary, with its unique design, it has brought new possibilities to the "collapse" series. These possibilities come from the unique vitality of collapse: the railway of the star dome. It is embodied in various colored eggs, details, performances and unique playing methods of the game. When the game itself is complete and interesting, these contents are undoubtedly appropriate "bonus items" -- at this time, the turn system is like a bowl of fried rice. Simple fried rice may not mean much, but if you add eggs, corn Diced carrots or beef and other ingredients, often can eat a different flavor.

Among them, the most impressive is the "collapse: Star dome Railway" which has its own ability to play tricks and roast, which is mainly reflected in the "complete release of self by the copywriting team". In order to show their unique interest, many games in the market are trying to use different styles of copywriting to attract players' attention, such as sand carving copywriting that breaks through the fourth wall, riddle copywriting that does not speak human words

However, the style of the copy of "collapse: the railway of the star dome" this time tends to be a "line drawing copy" with a certain sense of silence and restraint. Most of the time, this kind of copywriting appears in the dustbin on the borough street or on the street lamp - imagine that you are wandering in the administrative square when you suddenly see the flashing light on the dustbin. Therefore, the instinct developed by RPG games over the years and the thirst for knowledge in people's hearts urge you to go to it.

"This is a trash can." After the interaction, you get an unexpected answer, but the light on its head still seems to urge you, indicating what secrets are hidden inside.

So, you can't help reaching out to the garbage can. Even the most off-line March 7 in the team asked, "are you... OK?"

This interaction will go back and forth for many times, and finally you can find the "trash can literature" buried under it - such as "the person who receives this letter must forward it to three people in one day, or bad luck will beset him in a year". Behind these "trash can literature", there are often many unknown obstacles in today's Internet. Even your "trash can" behavior itself is also a tribute to the common behavior of players in some RPG Games - that is, you, "the brave fight the dragon".

The power behind these scabby scripts lies in their flexible use of line drawing techniques, which can get to the point without over rendering. They can properly handle the players' inner and emotional activities. Even after you have collected the collection, you can say, "you haven't made any mistakes.". Moreover, compared with these obscure "trash can literature", you can also taste some unique flavor in the dialogue of various main and branch tasks, such as the black tower of "rubbing the heat of the meta universe" and Lukacs, a researcher who protects the rights and interests of non-human beings in galaxy... If the whole life and innovation can effectively prolong the life cycle of a mobile game, The pioneer of "collapse: the star Railway" is nothing more than itself - that's why I say "the copywriting team has completely released itself".

Grasping the subtle difference in scale between joking and playing with rotten stems is what MIHA you has always been good at. This skill seems to go further in the collapse: the railway of the star dome.

However, the copywriting skills of "collapse: the star Railway" are not only used in these places where people prefer to play tricks. In order to emphasize the immersion of the game, many RPG Games will design dialogue options, so that players can participate in the interaction of characters and truly become one of them. If you want to maximize the value of dialogue options, interesting developers often deliberately design a humorous and interesting option to liven up the atmosphere of the whole dialogue. In the dialogue options of the protagonist joker in the goddess' anecdotes 5, the first one is usually a relatively normal response, which is basically no different from ordinary people. The third one takes the harmonic star route, which can not only liven up the atmosphere, but also make the players in front of the screen laugh.

Collapse: the star dome railway also introduces a similar design. The design of each dialogue option is commendable. It will not bring an abrupt sense of play to the players, but also arouse the idea of "roast" in the hearts of the players. However, this kind of design is too common. If this is the case, there is no need to say it specifically - and its highlights actually come from the delicate expression performance based on the strong technical power of MIHA tour.

After selecting the options, the hostess and March 7 and others often change their expressions according to the corresponding replies, and successfully make these options to maximize the performance effect - this is a performance detail that many RPG games have not achieved. It allows players to enjoy an immersive interactive experience similar to movie narrative games in the process of playing RPG Games. In fact, as early as the first test, the rich facial expression details in the opening story of March 7 were amazing enough. It is not surprising that such an effect can be achieved in the second test.

However, the details of such pictures do not only appear in facial expressions. Although collapse: Star dome railway is a turn based game, MIHA tour integrates the past experience in action games and makes efforts in standby action, sense of attack and action details, making the whole battle process very enjoyable.

Moreover, as a detail control, MIHA tour shows its ultimate pursuit in some "trivial" places. For example, the performance of "account blocked" of the character "silver wolf" is an animation in which she is playing a video game. If you switch between different times of speed when fighting and hear different dubbing on the open line - at normal speed, she will say "this speed is too slow". When driving at double speed, she will roast "this is the second speed". In addition to the silver wolf, each character has specially recorded the matching dubbing in the constant speed and double speed States, rather than simply accelerating, so as to optimize the player's game experience to the greatest extent.

Of course, these are all bonus items of "collapse: the railway under the stars". However, just like whether the fried rice is good or not, the most important thing is its rice. Whether the fried rice is good or not, in the game, is the core play method of "collapse: Star dome Railway" - the turn system itself. Is it fun or not.

In fact, it is understandable that domestic players are not optimistic about turn based games. After all, on the one hand, in the eyes of many players, the action repetition of turn based games is high and the performance is not wonderful enough. The playing method is flat and single, and the overall variables are few, lacking the thrill of real-time combat; On the other hand, although "collapse: Star dome Railway" is the first turn based game made by MIHA you, it does not mean that turn based games are also quite rare in the market. In fact, considering the research and development cost, design difficulty and other issues, many mobile games tend to choose a more convenient turn based playing method - it can easily include such elements as role cultivation, battle strategy and role playing. Compared with action games, it is much less difficult to develop. Therefore, for domestic players, the turn system has long been a type of game that they play out of aesthetic fatigue, lack of tricks, and just want to speed up the skipping.

Therefore, choosing the round system means that if it can not be done well enough, even if there are many bonus items in "collapse: Star dome Railway", there is no way to cover up its single nature of playing. So, in this respect, MIHA you showed his unique understanding as much as possible. First of all, it does not blindly eliminate the three common elements in turn based mobile games - role cultivation, combat strategy and role play. Instead, it tries to make its own flavor in different aspects.

Among them, the role cultivation content of "collapse: the railway of the star dome" appears to be in order among the three. It consists of three parts: light cone, relic and trace. If you play enough hand games, you will soon see that the level enhancement of light cone and trace determines the lower limit of the character, and the types and attributes of relic will affect the upper limit of the character. This is a very common nurturing design idea, which can effectively extend the life cycle of the game and meet the needs of the long-term operation of "collapse: Star dome Railway". The disadvantage is that there is no essential difference between it and the past turn based mobile game cultivation mode, and it cannot form effective competitiveness.

What is quite remarkable is the content of the battle strategy of "collapse: the railway of the star dome". The combat strategy of turn based mobile games that many people come into contact with is nothing more than buff, attack and debuff. The most basic idea is to buff yourself, debuff the gloves, and maximize the output as much as possible to defeat the opponent. Some games will add the design of space station on this basis to enrich the diversity of battle strategies.

However, the practice of "collapse: Star dome Railway" is to introduce two concepts of destiny and elements into the game.

Among them, the fate determines the role positioning. For example, the hunting fate emphasizes the single explosion and high speed; Wisdom life path emphasizes range damage and coordinated attack, pays attention to the attack cooperation between characters, and can cause multiple damage on the field by relying on natural skills. Although the role of the final role depends on the specific skills of the role, the setting of the destiny can provide a more systematic reference route for team matching. In addition, in roguelike's "simulation universe", fate will also correspond to the stars and gods, playing the role of providing "blessing" (random buff).

Element is the core mechanism of collapse: the railway of the star dome. Under similar levels and attributes, using specific attributes to attack the monster's weakness can not only cause higher damage to the monster, but also effectively weaken the monster's "toughness". After the "toughness" drops to 0, the monster will enter the "weakness broken" state and lose its action power in the next round. In other words, how to use vulnerability attacks correctly and get the maximum benefit in the battle is often the first thing that players need to consider in collapse: the railway of the stars.

In addition to breaking the weakness, different elements may also cause different additional effects. For example, the ice attribute attack can generally freeze the enemy, while the fire attribute can cause damage to the enemy. However, in the second test, the freezing effect of the ice attribute performed better. In contrast, the effects of other elements gave people a flat look and feel, and there seemed to be no more special features - of course, the quantum and imaginary attributes can delay the enemy's action and still play a certain functional role.

At the same time, in order to further enrich the diversity of players' real-time decision-making, the common blue bar concept has been deleted in "collapse: Star dome Railway" and replaced by battle skill points. The mechanism of battle skill points is very simple - when a character uses a common attack, he gains 1 battle skill point, while when using a skill, he consumes different points of battle skill points according to different characters. When fighting, players often need to make a choice between their characters' common attacks and combat skills according to different combat situations. In addition, "collapse: the railway of the star dome" also introduces the "end technology". Termination techniques are independent of attack and combat techniques. When the character's energy is full, the player can use termination techniques at any time without being affected by speed and turn. However, many termination techniques will have subsequent effects and even trigger a chain reaction. Therefore, it is also a link that the player needs to grasp the release opportunity when making decisions.

In addition, considering the role charging and functionality, players have to seriously consider how to ensure the reasonable matching of skills between roles. For example, if you use Aida's finishing skill to speed up your teammates and then use Clara's big move to mock the enemy, the enemy's action rounds will often be reduced. Clara can't hit the counteraction damage of the big move, and the gain is not worth the loss; To change the way of thinking, after using the battle skills of March 7 to shield Clara, she not only mocks Clara, making her more likely to be triggered by the monster attack to counterattack passively, but also can trigger her own passivity on March 7 to carry out a set of continuous attacks, which can also ensure that Clara will not be hurt when attacked, which can be described as "killing three birds with one stone".

It is not difficult to see that the core strategy of the whole "collapse: Star dome Railway" always revolves around the coordination of the characters' elements, combat skills and finishing skills. How to maximize the benefits of termination skills, reasonably use the element collocation to weaken the toughness of the opponent, how to match the combat skills, determine the release time and select the use object are all issues that players need to consider when fighting. In this case, MIHA tour has put some of its design ideas into the development of functional roles. For example, the existing functional roles include Clara, Jizi, Xi'er, etc. the four-star character heita even brainwashed those who played the game and those who didn't play the game by virtue of their passive pursuit. If you pay attention, you will find that there are often black pagodas "circling" in places related to "collapse: the star dome Railway".

On this basis, collapse: the railway of the star dome also opened three interesting ways of playing in the second test: forgetting the court, simulating the universe and fighting club. Among them, the court of forgetfulness and fight club pay more attention to letting players make rational use of existing resources to make decisions, so as to maximize benefits and pay more attention to challenges; Simulated universe is a roguelike playing method, which focuses on showing the diversity and comfort of combat, and can bring more rich, diverse and enjoyable game experiences to most players. These contents have effectively improved the stereotype of turn based games in the minds of most players.

Judging from these designs, collapse: Star dome railway has qualified as an innovative turn based RPG. But in the long run, the future interest of "collapse: Star dome Railway" will depend on more diversified boss mechanisms and more diversified functional roles. After all, no matter the conventional or innovative turn based playing method, under the long-term cultivation environment, sooner or later, it will enter the mode of "double speed" and "automatic battle". If there is no more innovative content to attract players, collapse: Star dome railway may finally return to the old line of MIHA Tour - building content.

However, at least from the content currently displayed, "collapse: Star dome Railway" everywhere shows the greatest sincerity of MIHA tour. Until now, I can still remember that when it was just released, most people around believed that "collapse: Star dome Railway" was a fan oriented work to fill the market gap and complete the "collapse" series. However, MIHA tour has proved with facts that although "collapse: the star dome Railway" is an orthodox sequel to the "collapse" series, it not only does not have the IP series playing threshold, but also may feed the "collapse" series and bring new fans to the series. MIHA tour has a development team of 400 people who are practical and practical, and the production is sophisticated enough to show their expectations for the collapse: the railway under the stars.

Perhaps "collapse: the railway in the star dome" will have more influence in the future than most people expected. This "sharp turn" of MIHA tour may be a turn in his own unique way and run to his next runway.

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