Understanding/Analysing Gaming Experience – Development log (5)

Partial summary

As a game that has been re-excavated and being designed. Asynchronous online has the following differences from real-time online games in emergency narrative:

1. There is no limit to the number of online players (it can also be understood that only one player is the core, and other players participate together);

2. Real-time feedback from online players is not emphasized, but personal narrative of single players is paid more attention

 3. Social attributes of games are weakened, and personal emotions of players are more focused than real-time online games. There is no social fear.

4. Weakened the “optimal solution” of the game task, made the emergency narrative participate in the main story of the game and the core gameplay more fully, and enhanced the randomness in the game process.

5. Helped players to associate and expect the images of other players in the real world. Get a more real personal feeling (here, it refers to the design of social style in death stranding).Although this method is not a perfect and mature solution, it may change the narrative style of large-scale open world games. Today, the homogenization of role-playing games in the open world is serious, which can give game designers a new idea of connection.

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