Deathloop's hip secrets that are not tired even after repeated
If you often 'loops' in games or other media, it refers to a work that goes back to the previous time and repeats the same situation several times when a particular situation occurs. As the loop was presupposed, it was usually focused on removing the cause of the situation, or focusing on the slightly different points in repeated situations to remove the cause of the situation or to escape the repeated bad ending.
But the 'Death Loof', which was introduced at the Arcane Studio, was a little different. The configuration of the loop to remove the prophets of the Blackleaf Island, which the protagonist Colt continues to repeat, is similar, but the clue to break the loop is relatively early. And the time to get a kind of psychic 'slab' to find a clue carefully one by one is relatively early, and you will enjoy more action while continuing the loop through traces or quest leads that the old Colt has visited everywhere. It is possible to choose whether to finish quickly.
The rooftop is a death roof that broke the rising frame, but in the late 80s of the Metacritics, he won the GOTY award in several media. So why do you have a texture? Arcane Lyon's Dana Nightingale Campaign Director explained how he made the composition of Death Loop.
What I focused on from the first development of Desroop was to induce the game in various ways while exploring the theme of 'loop' and 'emersiv Sim', that is, the user. As the narrow space of Blackleaf Island was a stage, it had to go through the process of drawing a diagram first in order for users to approach various ways while raising the density of the stage as much as possible.
Since the early days, Colt breaks the loop as a method of killing eight prophets into a loop, so I had to think about how to understand how to solve the contradiction while squeezing the diagram. In Desup, the user is given four hours of time zones until morning, lunch, dinner, and night, and only one map can be explored in each time z1. However, the prophets are different in time and maps that appear, and only one prophet is placed on a map except Juliana. In other words, if you simply calculate the loop, you can see that you can only kill up to four people.
This contradiction is the law of 'Desup' that the user solves while performing the conditions that must be done in a specific time of a specific map. For example, in order to kill Frank among the prophets, you have to use your hands in fireworks.. If you do so, you can kill a total of five prophets in a loop if you kill four prophets and treat Frank.
This complicated solution was the beauty and entry barrier of 'Death Loop', and it was a top priority of Death Loop to how to lower the barrier while maintaining the core of the game. So the developers presented eight targets from the prologue, and in the process of approaching those eight people, they naturally found clues and broke the loop along the clues.
Although the alpha stage has not yet been applied to the UI, the draft has been criticized by Bethesda's user research team. The prologue featuring Colt and Juliana was enough to convey a hip atmosphere, but it was not convincing why Colt and Juliana fought each other. It was good to put the mystery elements, but some pointed out that there was no clue to how to break the loop, and some of them were embarrassed that they thought it was not loglike. At the same time, it was fortunate that the users who cleared the fireworks part were grasped the overall composition and gave a good evaluation.
The work of expressing the confusion that Colt feels as he repeats the loop was successful, but it was necessary to take emergency measures as the problem occurred. So the strike team, where Arcane's senior employees gathered, began to be involved and modified. Among them, the role of the Nightingale Campaign was to coordinate how to match the contents that were already applied.
The most important point in the tuning process was to meet the user's experience. According to the criteria, various things began to change from the prologue. First of all, I solved too much information at once to confuse it, simplifying the goal into four, and the rest of the part was removed. In the prologue stage, he decided to focus on what Colt fights with Juliana to break the loop, how the time loop progresses, and what to do with the basic thing, such as the operation.
In particular, as the number of users did not know about Info, especially at the time, the NPC appeared and introduced the part of this. And in the process, the user can learn that some of the previous events may be different even if they go to a loop protocol or a new loop. At the beginning of the quest, the safe is closed, but when you go to the complex, learn about the loop maintenance protocol, you will find the safe code in Freestard Lock and go back to the up dam. After that, the loop went straight to the up-dam, and the safe was open, where the NPC appeared to introduce the relevant contents to establish a process that confirmed it again.
I appealed to the users that the loop is not the same as the infusion, but it was necessary to explain the section to explain which of the residecom, weapons, slabs and trinkets and not initialized. Nevertheless, the development team, who thought it would be complicated at once, introduced the system that remains the weapon when the equipment is synthesized with the residecom when the loop starts after the prologue is over, and when the loop is finished. In addition, the details of Infusion have been coordinated by the prophet's salary by killing the prophet after killing some of the prophets.
However, even with this improvement, the reaction between users and research teams was not very good. Many testers did not know information about Infusion, and there were few cases of using the system that maintained weapons by composing equipment. At the same time, it was encouraging that Colt and Juliana had to fight only eight prophets in a loop.
In this result, the development team had to change the structure itself, but the discussion came and went. However, in this test, which was evaluated as a pre-beta class following the Alpha, there was an evaluation that the hip style was maintained, and it was decided to increase the intuition by adding several clues rather than changing the structure.
The most problematic part was the method of treating Frank as a fireworks. When users receive a quest lead to kill the prophets, they first try it first and try the simplest way. So if you go to kill the prophet directly, but you don't solve it well, your play experience has fallen sharply.
Therefore, it was reorganized into a composition of Charlie and Alexis, which should be handled in advance before the fireworks, and the message of the last day from the tutorial to prepare for and prepare for various information. Despite these efforts, the user research team evaluated it as a beta-level level. The early parts of the development team are clearly cleared by users, but when the users arrive at the map with the prophet, they have been wandering several times to kill the prophet immediately.
It was also a problem that many users accepted the Desup like Loglike. At the time, Rogueke was so popular that the user was misunderstood in interpretation of the familiar genre. Many of these users focused on clearing through repetitions rather than finding a puzzle between each map and the time, and eventually played more than twice as much as the simplest way to break the loop.
The development team, which analyzed that the UI intuition was low and did not catch the information, focused on reconstructing the UI to skip the time and quickly use the incidence. On the other hand, the skip and infusion should be used to forcibly use it like the recent easy games.
Despite the modification, the research team evaluated it as a final report, not a pass. As a guide tour development, I learned the main features such as time skip and incision. This was because the prophets who were looking for Frank were often reckless and challenged to catch Frank. In order to activate fireworks, Nightingale Director needs to handle Gor and Harriet's matters and send mail to Otto, but there are surprisingly many users who believe in their game skills without such preconditions. did.
Moreover, there were quite a few users who could not know how much I could get the reggam and how to use it economically. However, in this regard, the game played the game play that the user had to get to know directly, and focused on the direction of the player breaking the wall of the quest without touching his hand.
There was an opinion that it was easy to change the clues to handle Frank as a fireworks, but it was maintained by determining that it was liked to play while finding some clues. Among the quest leads of Igor and Harriet, the UI was adjusted to bring Harriet's quest lead to the center. As a result, the original Freecad Rock was placed at the bottom of the complex, but Carls Bay came down. Users' eyes go to the center of the screen first
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