Survival horror games such as Resident Evil and Dead Space often have a feature, and firepower represents fear.
As long as there is sufficient firepower, the game monsters will bring less pressure to the player, and the same fear will be diluted.
Therefore, whether survival horror games can be done well depends on the placement of resources.
In the original Resident Evil, there has always been a hidden dynamic difficulty.
Dynamic difficulty, as the name implies, determines the difficulty of the game based on various factors such as the player's resources and the number of times the player dies during the game.
For example, if a player operates very well and has a lot of resources in his hands, the difficulty of the game will increase.
The zombie's movements will become more agile, and the ability to withstand damage will also increase.
It will not make the game so simple that the players will not be interested.
Conversely, if a player dies often and has insufficient resources, the zombies will become slow in movement and the zombies will be easier to deal with.
It also doesn't make the game so difficult that players lose their desire to explore.
Resident Evil is a game that will always control the difficulty at a just right place, attracting players to keep exploring until they pass the level.
The most representative of them is Resident Evil 4.
The dynamic difficulty is fully demonstrated by Resident Evil 4.
think carefully.
When playing Resident Evil 4, when you run out of ammunition, is it easy for monsters to explode ammunition?
And when you have enough ammunition, almost all the monsters burst out are piles of money.
Same goes for if the healing supplies are not enough...
That's one of the reasons why the Resident Evil franchise has been such a hit.
The game will not be so difficult that players will be persuaded to quit, nor will it be so simple that players will lose interest. Almost from the beginning to the end, the difficulty of the game will continue to promote the player's desire to explore.
In the world where Li Wen lives, the game industry is so developed that it is easy to make a dynamic difficulty setting that surpasses the original.
The Resident Evil he produced mainly highlights the word "underworld", so the dynamic difficulty may be different from the original Resident Evil.
After all, if it is produced according to the original Resident Evil, except that the characters have no superpowers and cannot brutalize monsters, there is not much difference from other horror games.
He's gone out of his way to make his own games, so! No matter what, he will go all the way to the dark.
Hades is his signature.
Resident Evil will be made by him into a game completely different from the original.
Of course, the core gameplay remains the same.
It's just going to be more terrifying and more oppressive...
He will also set up a special tracking monster.
Like Resident Evil 2's tyrant chasing players in the police station, the setting of chasing monsters is Li Wen's favorite.
Of course, from the producer's point of view.
From the perspective of a player, he just wants to give the producer a middle finger.
The tyrant of the remake of Resident Evil 2, every time he hears footsteps, he will get nervous, feeling full of oppression!
In addition, the zombies are all iron-headed babies, and lickers appear from time to time, the pressure on the players is really great...
Since it's a game in the underworld, if you don't engage in the setting of the tracker, what are you doing?
Of course, he will not let players give up the game because of pressure.
So it's the same as escape.
There are still two levels of difficulty.
One simple mode, one normal mode.
Elite monsters and BOSS monsters in simple mode act according to established procedures, while elite monsters and BOSS monsters in normal mode act according to intelligent AI.
And this time he will upgrade the game engine to make the AI smarter, much smarter than escape.
This kind of very convenient intelligent AI is not used on monsters, it is a waste.
Look at the players who are playing escape now, they are all 'happy', aren't they?
If you scold him for playing games, he won't bother to sue him or anything.
On the contrary, I was very happy.
"Am I a little too perverted like this?"
But when he thought of the player being crashed by the game, he would have an inexplicable pleasure.
Is this how the Miyazaki old thief usually feels?
At the Resident Evil meeting, Li Wen explained the zombies and the game's features one by one.
The eyes of everyone who had experience in making escapes brightened.
This time the character can fight back, so there are a lot of things to do.
Full of energy.
However, everyone present knew that there was a high probability that they would not be able to participate in the production of Resident Evil.
Because Li Wen also took out the plan for Escape 2.
"Now that the popularity of Escape is so high, it is only natural for us to launch Escape 2, so in the next time, everyone may have to work overtime."
"Since the Resident Evil project requires me to be in charge, the production of Escape 2 is handed over to Zhang Chunsheng."
"Today you are officially appointed as the producer of Escape 2. Since our company does not have a personnel department, if there is a shortage of people, you can recruit yourself, interview in person, and finally give me feedback for approval."
"Escape 2 is up to you."
Li Wen personally appointed Zhang Chunsheng as the producer of Escape 2.
And, Escape 2 has a budget of 10 million.
After all, it was a small-budget game, and raising the budget to 10 million was already a big blow.
Zhang Chunsheng, who received the important task, was in a daze. Just now he was silent in the world of Resident Evil described by Li Wen. The next moment he became the producer of Escape 2.
And he is solely responsible for the escape 2 project.
Looking at the plan for Escape 2 in the mailbox, UU Reading www.uukanshu.com felt that the burden on his shoulders was getting heavier.
This is much more stressful than being a team leader.
...
End of the meeting.
Li Wen released a large number of recruitment information, this time did not disclose any information about Resident Evil.
It's very simple, because of the explosion of escape, there will definitely be imitation games later.
There are plenty of well-funded companies out there, and it's not out of the question to imitate and surpass Escape's emergence.
Therefore, the new game IP is equivalent to the trump card of Happy Paradise.
Naturally, there would be no problem in being known by the players, and it could actually increase the popularity.
But if the peers know and understand the project, it will be a big blow to Happy Paradise.
Because the game industry in this world is very developed.
His proposal for Resident Evil was leaked to his peers, and a Resident Evil game would appear soon.
If the escape is not a big sell.
The Resident Evil project leaked as it leaked, without any problems at all.
After all, you, Li Wen, are just an unknown person, and no one will care.
But it's different now. The explosion of Escape has made the names of Li Wen and Happy Paradise famous in the game industry.
If the plan is leaked, it is tantamount to giving away a big IP to the peers for nothing.
Therefore, the development of new games must be low-key, low-key, and low-key.
He doesn't have the selfless spirit of being willing to 'help' and give the other party a big IP.
"Why don't you leave?"
Li Wen returned to the office, looking strangely at Xiaotian who followed him all the way.
"Leave me alone, just go about your business, and I'll just take a look."
Xiaotian didn't think of herself as an outsider at all, she walked back and forth in his office carelessly with her hands behind her back.