Q: Is there a big difference between the real system and the super system of 3D ACT games?

A: The difference is still quite big. One performance is a team that knows how to be a super department 3DACT. It is often Waterloo to do real department 3DACT, such as “Dark Bloodline 3”.

In fact, “Dark Blood 2” appeared the problem that the proportion of the RPG part mentioned in the previous issue was too large to affect the ACT part of the game experience. “Dark Blood 3” completely abandoned the previous two super 3DACT design ideas and switched to Going to imitate Dark Souls, it turned out to be even worse:

The most obvious is the fast-paced combo system of the “Dark Blood” series, which is incompatible with the slow-paced combat mode of the real 3DACT that focuses on dodge: Although there are many combo designs in the game, it is subject to the interruption effect of enemy skills. You rarely get the chance to type it out completely.

Secondly, the real 3DACT pays attention to the characteristics of enemy design and map configuration, which is not reflected in “Dark Blood 3”. For example, the ordinary miscellaneous soldiers in “Bloodborne Curse” will also have a very high desire for attack and more than 2 attack methods, and the position is very particular, and the miscellaneous attack methods and attack frequency of “Dark Blood 3” are very monotonous, It’s hard to impress players.

The last thing to say is that teams without similar game production experience cannot guarantee both game quality and game duration. “Dark descent 3” is full of various unnatural traces of rushing to work, and the length of the game is also very short. We can see all the consequences caused by the lack of game experience.

Non-game developers often despise the importance of game development experience. The Moldhauer brothers, the developers of Tea Cup Heads, are expected to be released in 2014 when they release the demo in October 2013, but the game was not officially released until 2017, which is a development period. There is blind optimism.

Even the “Three Kingdoms Warriors” series, the recognized two semi-finished products “The Three Kingdoms Warriors 5” and “The Three Kingdoms Warriors 8” have made great changes to the system, and they have to catch up with the construction period. Violently.

In the choice of the development team, or a small studio decides to make a second game, development experience may be a problem that must be paid attention to.

There is also a method of inter-company cooperation or commissioned development. For example, Nintendo’s “The Legend of Zelda” was developed by Capcom, “The Incredible Fruit” and “Little Men’s Hat”, and “Nintendo Super Smash” is worked by Sora Developed in cooperation with BNEI.

Wolf: A non-standard dive game

The last issue said that there will be three consecutive episodes of “The Wolf”. Each issue will analyze the game from a different angle, and the angle chosen in this issue is “sneak.”

Stealth games are a type of game with a very long history. It has produced excellent game works such as “Allied Death Squad”, “Killer 47”, “Silhouette of Qianlong”, “Shame” and so on.

However, due to the high development cost of this game type (high requirements on AI), the audience is narrow (pure stealth is difficult), most stealth games bring limited benefits to game companies, and there are fewer and less traditional stealth games.

However, there are many games that use weak stealth mechanisms or increase stealth strategies to provide more fun options, and have achieved good results in sales and word of mouth. Such as “The Last Survivor”, “FarCry” series, and the protagonist “The Wolf”.

The core of stealth games-assassination

The core of the stealth game is assassination, because assassination pays attention to the sword and throat, you must kill the enemy in one shot. However, if the enemy’s health is too low, then it can be done suddenly without the need for assassination. Therefore, the power of ordinary attacks must be reduced, but an assassination technique that can kill oneself is provided to encourage players to use assassinations to solve enemies.

The assassination of “The Wolf” is Ninja killing, and the source of Ninja killing is actually the visceral attack of “Burst of Blood”.

In “Curse of Blood Source”, players can go behind the monsters and use R2 to accumulate attacks. After the monster falls to the ground, special sound effects appear and use visceral attack to reduce the monster’s blood volume. In addition to backstabs, players can use their guns on their heads when they attack them to make them fall to the ground and then use their internal organs to attack them.(Similar to the picture below, but this player knocked the Kos orphan to the ground because of the use of the sign of Ebolita, not a normal attack).

In “The Wolf”, the enemy ’s blood loss is greatly reduced by ninja killing. As long as the red sign appears quietly behind the enemy, you can press R2 to trigger. Players can also use the bullet to fill the enemy ’s torso when they attack. kill.

Take a closer look at the two blue fields above, and then look at the performance of the game, you will find that the role of visceral attack in “The Wolf” and “Curse of the Blood Source” is very similar in the game, you can assassinate from behind You can also interrupt the enemy’s attack and execute it in the front. Although “Tinyao” also has a skill called Ninja Kill, it only has an assassination effect.

However, as mentioned earlier, the endurance and visceral attacks in The Wolf and Curse of the Blood Source are not purely assassinations.

And compared to “Curse of the Blood”, there are more opportunities for assassination in “The Wolf”, but the effect is still limited. because:

In “The Wolf”, you can’t count on assassination to remove BOSS and elite monsters. In the end, you still have to fight to complete the kill, which sets him apart from many stealth games.

In “Wolves”, it is impossible to not alarm the miscellaneous soldiers on most occasions, but forbearance is only a means to quickly reduce the battlefield.

In more traditional stealth games, BOSS is generally difficult to configure at the level, not how strong the BOSS itself is. It’s the same with “Shame”, “Stealing”, and “Allied Death Team”. In “The Wolf”, only miscellaneous soldiers can be assassinated. Even elite monsters need you to fight head-on. Is this like a stealth game?

And in the later period, stealth is also difficult to become the main means of passing the game: you can not bypass the eaves and walk around the wall to quietly sneak into the reed city, this and most stealth games can completely remove all threats, reach the destination, get the target items without alarming the enemy The game mode is contrary to this, assassination here is not the main means of clearance.

AI design for stealth games

The design of stealth AI is very difficult. Triggering based on distance like “The Land Without Masters” is definitely not possible. You need to add visual and auditory simulators to the AI.

Here we disassemble the visual simulator of AI:

  • What the AI ​​sees is alert;
  • How to act when alert
  • Change after action.

The first is what the AI ​​sees will cause alertness. There are generally several states:

  • enemy;
  • Companion body
  • Companion disappears
  • Item status changed (eg, closed door opened).

After alarming, it will appear again:

  • View anomalies (usually single player actions);
  • Search for enemies (generally group action with surrounding companions);
  • Trigger an alarm (the entire area starts to look for enemies);
  • Call for reinforcements (increasing the number of enemies in the area).

There will be some changes after the action:

  • Return to the initial state;
  • Continue to be on alert;
  • Keep searching for enemies;
  • Keep fighting

In “Shame”, the above situations will basically occur according to different player actions, and there are many types of states, and the duration is long; but in “Wolf”, AI only triggers alertness when it sees the enemy, after a short period of time After searching for the enemy state, it immediately returns to the initial state. Compared with most stealth games, this AI is too simple.

PS: The author’s impression when playing the game before is that the body of the companion will not trigger the alert, but some players have said that it can be triggered but the duration is too short, because the time relationship has not had time to verify, everyone is welcome to try it in the game.

The stealth module of a game is not heavy, mainly because the AI ​​of the game is not smart enough. If an AI can be alert to more anomalies, the action after alerting is more complicated and lasts longer. The change after action is in line with common sense It’s not common sense to continue hanging out as a chat), this AI is more suitable for the needs of stealth games.

The stealth system of “The Wolf” is quite simple, and its complexity is not as good as some stealth games. From the perspective of stealth games, it is far from being qualified.

Common elements in some stealth games

In addition to the points mentioned earlier, stealth games often have some unique elements, such as the following:



Hidden point



Move corpses

Hide the body



Wall perspective

Due to space limitations, we will not list them one by one here. Different stealth games have different emphasis, but all settings are for the core module of stealth.

Although there are some stealth game designs in “Wolves”, the core gameplay is still a real 3DACT game. This is why his stealth module is relatively weak. If you look at this as a substandard game, But as a real 3DACT game, “The Wolf” is a very good work.

Author: HE Northern
Source: He Mou’s Game Research Institute
Original address: https://mp.weixin.qq.com/s/zgNJjJMVJr-Win1sLML8OA


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