Chapter 175: Qualities of a Conscientious Designer
As the days passed, the online buzz surrounding the game Hammer Ascension subsided. After all, this simple game lacked substance. The main attention was not on the content itself, but on the various breakdowns that players experienced after playing it. It was a passing fad.
However, despite this initial fad, it attracted countless independent game designers, who imitated it. After all, the popularity at that time was truly amazing. Besides, the cost of creating a game of this type was not particularly high.
But none of this mattered to Alex. At that moment, Alex was in the research laboratory of Galaxy Intelligent Technology.
"Has the AI technology been successful?" Alex asked, listening to the researcher's report with some surprise.
He took a discreet look at the system's user interface. The countdown on the progress bar of the golden object he had been using was still running. 'Had he already achieved achievements?'.
'Like downloading a game while playing it, with an incomplete version still in development?'.
"Yes, Alex, based on the collection of big data and its application in the world of video games, we have made some optimizations and improvements...", Ethan explained to Alex.
Although Alex did not understand many technical terms, he understood the general meaning of Ethan's explanation. They were applying for patents in various countries around the world for AI technology applied to video games and had made significant progress in this area. While there is still a way to go to achieve true perfection, they still need more time to perform tests and optimize. However, a prototype has been created and is ready for commercial use.
"Let me take a look."
Alex accompanied Ethan to the laboratory and performed a test on the large screen. The test object was an internal demo of the game Dark Souls: First Flame, currently in development, used mainly to test various parameters. As it was a test version, many monsters turned out to be intrusive. For example, Gundyr had entered the ancient Undead Asylum.
After Ethan and the nearby staff debugged the system, Alex soon saw the real performance. In an empty courtyard, a code was entered to summon Gundyr and place him in the center. Then, a normal zombie with a dagger was summoned.
However, the zombie had new animations, such as rolling and running. While Gundyr retained his original AI, the zombie used a completely new AI technology. Then the official demonstration began, and Alex saw the zombie in the game, now with rolling and running animations, become a battle-hardened undead.
He rolled to dodge, backstabbed, and unleashed a series of unprecedented attacks, synchronizing his attacks with the intervals between Gundyr's attacks. Gundyr's health was rapidly depleted. Unlike the fragile undead, who could only withstand two blows, the zombie in front of him could only withstand one. However, Gundyr remained completely intact, dodging each of his attacks like a precise robot. He probably lacked a shield; otherwise, with the corresponding animations, Alex had no doubt that he could parry and execute Gundyr perfectly.
"If this AI is applied to the game, I believe that the player's fire will not be able to spread," Alex said after a moment of silence, observing the performance of the AI in front of him.
The original Dark Souls was considered a memory game, because all the boss's attacks were traceable. But after adding this AI, the related values of the monster did not change. The key is that it became smarter. It not only requires a deep knowledge of the monster's abilities, but also an immediate reaction. Added to the extremely high attack and low tolerance for failure of the Dark Souls monsters, how can the fire spread?.
"Ahem, Alex, this is an advanced mode. In fact, our optimization focuses more on the AI's performance in the game, and the difficulty can also be reduced," Ethan explained.
"Well, let's debug it. Also, as for the new AI technology, we will first test it in a special game mode," Alex said after thinking for a moment.
It definitely cannot be added directly to the game, but once the Dark Souls prequel is complete, we can create a completely new mode based on the AI technology we have.
After all, Alex introduced a random mode later in the original game, so this new one should not be biased. The random mode of the original game will undoubtedly be included.
But we can also add a new "Death Mode" later on!.
Previously, Dark Souls I also had a version called "Death Edition." However, that version was more of a game of the year edition. "Death Edition" was just a name, with added content and patches.
So Alex was also preparing an even bigger surprise for the players. Lord Nito, the Lord of the Tomb, had been home for a long time and was completely exhausted, but the skeleton minions he summoned were not so impressive. Artorias was invaded by the Abyss, his great shield was gone, and his hands were rotten. How could he have survived?.
The legendary Sun King Gwyn went through the fire, with his whole body reduced to ashes. Even after learning to parry, he is now comparable to one of the weakest bosses, and he has even forgotten his famous Sunlight Spear. Does that seem decent to you?.
And many bosses, when players fight them, are far from their maximum power.
'How is that possible?'.
'How much would players regret not being able to defeat these powerful enemies at their best?'.
Although players now have a certain fondness for him, as a conscientious designer who always cares about the best gaming experience, I cannot tolerate them experiencing such regrets.
Of course, if this new mode is released, it will have to wait until after the official launch of the game, some time later.
After returning from Galaxy Technology, Alex reviewed the development progress of Dark Souls: First Flame. With the previous game's combat system well developed, the other parts are not too difficult. And most of the environments are almost complete.
Observing the map, Eric, Jane, and Lisa were also amazed. The map is vast and fluid, but the gameplay is perfectly segmented. The different scenarios are interconnected, which requires exploration to discover their intricate design. The game retains the same great experience as the previous game, and they meet again!
Then, they change paths and meet again! After all, it's no secret that the undead cannot climb walls, open doors, or jump.
But no matter how ingenious the map is, what scares Eric and his team the most is the distribution of the monsters once it is completed.
"Alex, this Firelink Shrine leads to the later stages. Shouldn't there be a warning or a lock?" Eric asked, shivering as he observed the various monsters he had released following Alex's instructions.
Forget about the advanced maps next to the Firelink Shrine; Even the Undead Burg, on the outskirts of the starting area, is indescribable!.
"No, you said it as if the players would listen to you if you gave them advice, and you locked it? How could it be locked?".
"Not to mention that the game's plot is organized like this, and we locked it, what does that mean? This is called teaching players how to play! Depriving players of the right to choose freely!".
"As a designer with a very conscious and responsible heart, how could I do something like that?" Alex said righteously as he looked at Eric, sitting in a chair, drinking tea.
Eric silently looked at the development content on the monitor, and for a long time, he could not say a word.
'Because it really makes sense!'.
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