2025-01-27 12:48:16|Myriagame |source:minecraft skins
On the 23rd, Taiwan Bandai Nanmeng Palace Entertainment invited the world -renowned action game "The Soul of Darkness" series "Miyazaki Hagi" to come to Taiwan and host a media press conference to accept interviews from Taiwan and Hong Kong media to answer about PS4 / XboxThe latest game "The Soul of Darkness 3" and the entire "Dark Soul" series of "Dark Souls" and the entire "Soul of Darkness".
In addition, in addition to the editorial questions, Taiwan Bandai Nanya Entertainment also cooperates with Bahamter GNN to publicize three players.The following is a compilation of the content of the interview for players who love the world of "The Soul of Darkness" to explore the appearance of the game more deeply.
Publicly raised players to ask questions
Player: May I ask Mr. Hayao Miyazaki, the "Soul of Darkness" series has always had unique art design, including the appearance, scene, leader, etc. in the process of game development.Design, will you refer to the people and things in real life? Learn or inspiration according to the existing art existence? Or is it classic content from movies and novels?
Miyazaki: The art content of "The Soul of Darkness" is a designer completely original idea.
When conveying the concept to art designers, almost all of them written through the "text settings" I wrote, and supplemented by orally to imagine the appearance.Our art design process is relatively special, which is closer to the traditional table role -playing game, and conveys concepts in text and oral ways.This is also a style that I like to set and imagine on paper during my childhood.
Player: The most exciting game you produce is those intricate map structures.We always open a door after a hard exploration of A place, and suddenly realize that this is the same as B.What do you want to ask Mr. Miyazaki is that these unique and pleasant map design inspire your creativity through things or experiences?
Miyazaki: In fact, in the design logic of the map, it is a bit "only deliberate and unspeakable."It is difficult for me to explain the logic of design in specific words. When I developed, I often explained to other team members why I want to configure this.
If it is very generally described, I can only say, "I attach great importance to the moment when players understand the structure." Just like the added value of behavior, I tried to make the map added value and make the exploration of the map meaningful.
If you say it, I like to make a map!If I do n’t limit me, I will unconsciously make the map bigger and bigger, and study all the way.
Player: In the design process of all ages, what do you think is the most unfortunately deleted planning project?
Miyazaki: Yes, and a lot of buried plans!It is our important property in various senses.However, because it may be leaked, it is unfortunately unable to disclose its appearance.
Edit: The first generation of PS4 consoles for the Soul Series is the most enhanced compared to the last generation. Compared with the PS3, the world view and game content of the soul series, or what is the difference in action,Where?
Miyazaki: Corresponding to the enhancement of the effectiveness of the console of the next generation, we make richer game content.It should be said that the specifications of the next generation allows us to realize more world views that originally want to express and make the magnificent sense of "Dark Soul 3" more reflected.
For example, we have built a larger three -dimensional map in this generation, allowing players to achieve more three -dimensional and broader exploration in the world of "Dark Soul 3".There is also the performance of the world's scenery more beautiful and magnificent, making it more presence when playing.There are also more available memory, and new action elements such as combat skills are also realized for the first time.
Edit: The central theme of the "Soul of Darkness" is "fire", which represents life and death. Why is the original "fire" as a main axis?
Miyazaki: There are two main reasons for this part.We do not adopt "light" as a symbol of the game, because the light brings a "absolute" feeling, which represents the unshakable and strong positive impression.However, compared with the light, "flame" gives people a "nihn and erosion" that may disappear at any time under the swaying of the fire.This flame with an uneasy image also has two sides: hot and cold, light and darkness, life and death.The uncertainty of the flame is more in line with the image of the world view of "The Soul of Darkness" in my mind.
The setting of flames as the impression has also been in line from the first generation of "The Soul of Darkness". Players can see elements related to flames everywhere in the game.
Edit: In the past, the protagonist was "undead", and the three generations were called "Ember". What is the difference between the two in setting?
Miyazaki: "The Soul of Darkness 3" impressed by, it can be defined as "everything that has accumulated in the past and the breeding after the ending."
Although the player is set as an undead, describing the story of inheriting the flame (passing fire).However, the third generation described these undead people not only did not succeed in salary firewood, but also burned after the failure."Ember" is the things born in their residual ashes.The existence of "Ember" can be said to be the end of the trajectory of the past and end the accumulated history.
Edit: "The Soul of Darkness" has always been known for its wonderful game difficulty.How to adjust the transfer player can maintain the difficulty when you feel difficult, but can't stop playing? How to design a death trap while educating players to obtain a sense of accomplishment, and not let the trap's difficulty imbalance, lose challenge?I think there is a focus on the design of the game: not to consider the game "difficult", but to consider "unreasonable"."Difficult" players in the design of design.
For example, when configuring the enemy, not to configure a lot of enemies to drowns players on a deadly road; it can configure the enemy in an unexpectedly desperate vision and dead end, so that players who are negligible for warning are ambushed.Let the players who play it feel "Ah, it's my own problem to die here." After death, I will feel "Okay! Next time I work harder, I won't fail."
It is not intentional that the player is difficult to die, but to guide the player to change step by step after the mistake and death, let the players maintain challenges, and overcome the difficulty of successful achievements.
Edit: But the difficulty of feeling in the BOSS battle this time is slightly reduced. Are there any difficulties to adjust the difficulty of BOSS war?
Miyazaki: Indeed, we have the difficulty of reviewing "Blood Source". Players believe that the configuration of the initial market is too difficult, which makes many unskilled players feel frustrated."Dark Soul 3" does have a more designed person to guide players to enter the situation step by step.Of course, it will feel too simple for already skilled old players, but the difficulty in the second half will definitely enjoy the old players.
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