Why is "War of the Three Kingdoms" so popular? What’s fun? What's so special about it? "This is a guide for the Three Kingdoms War compiled by the editor. Many friends also asked why the Three Kingdoms War is so popular? What’s fun? What's so special about it? If you have any questions, let’s take a look.
Why is War of the Three Kingdoms so popular? What’s fun? What's so special about it? The Legend of the Three Kingdoms was once very popular. Do you think it is fun? What are the fun places? Or can you name some places that are impressive? With the experience of "Journey to the West", "War of the Three Kingdoms" launched by IGS has many elements of a successful product.
Viewpoint 1:
First of all, these two games have made quite sincere integration innovations. Added experience value, level, and equipment replacement to the arcade side-scrolling game. Although this approach of borrowing from RPG was reflected in the earlier "Knights of the Round Table", "War of the Three Kingdoms" did it more well. Rage GaugeSpecial KillSuper KillStrike MoveCombo. IGS does not simply copy these FTG settings, but undergoes experiments and changes. For example, "War of the Three Kingdoms" very wisely removed the setting of "Journey to the West" that allows you to manually accumulate anger. Secondly, the game content is very rich. There are many characters that players can use, each character has different abilities, and there is good collaboration between the characters. There are many different interesting props and weapons. There is a plot, the player's character can affect the plot (for example, choosing Guan Yu can persuade Zhang Liao to surrender), the plot is still a branching choice, and there are hidden routes. The game flow is very realistic. I remember that it took more than an hour to complete the game. Finally, the rhythm of the game is well controlled. Most of the previous side-scrolling games used the process of "little soldiers fighting - boss at the end of the level", but "Journey to the West" and "Three Kingdoms" did a good job of inserting them in the middle of each level. Adding a mini-boss makes the whole process more fulfilling.
If you analyze "Three Kingdoms" in detail, you can write a lot. From the perspective of game design, this is indeed a very excellent product.
Viewpoint 2:
Personal opinion: simple, quantifiable, unexpected surprises, and a certain degree of freedom.
Simple but not crude: the rules are perfect, the player's purpose is clear, and the game process is uncontrollable. The process you pass every time is determined, and the order of BOSS you kill is almost fixed, but every time you kill The method of killing and the method used for each kill are random and non-repetitive.
Quantifiable: The attack power of each character is different and traceable. How many hits does it take to kill a minion in the normal state? How many hits does it take to kill after gaining a buff state? The blood loss mechanism of killing a minion and killing a BOSS distinguish.
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