Game development begins with destroying Girls' Frontline.

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Why is Tarkov fun?

Because of the most primal thrill of life and death.

Once players enter the map, it's a completely zero-sum game: the winner gets everything, and the dead get nothing.

This feeling of gambling with one's life brings extreme excitement.

Even when hiding, one is always terrified, fearing that someone might sneak up on them.

But at the same time.

This strong stimulus also means a high barrier to entry.

Not everyone can accept such high penalties for failure, and the intense incentives also attract a large number of cheaters.

Because the rewards for cheating are very high.

Obviously, this model is not suitable for Battlefront Girls.

The Girls Frontline IP is not suitable for making this kind of game with strong PVP.

To accommodate more players, Lin Li changed this intense PVP style to PVE.

This change brought about a second problem.

Although the gamble of life and death still exists, and death is still nothing, the pressure has also decreased.

There was no more player competition, no more life-or-death struggles.

Tarkov's core gameplay has become less interesting, and the pressure exerted by the AI ​​on players can no longer exceed that of the players themselves.

Just like playing PUBG, you don't know if the other player is a noob or a pro.

Therefore, every encounter is a nerve-wracking game, but the strength of the AI ​​is predictable.

To address this issue, Lin Li introduced a survival game mode where quantity compensates for insufficient pressure, and also introduced a BOSS monster mechanism.

In this way, it not only fits the world view of Battlefront Girls, but also puts pressure on the players.

Now there's only one question left.

Why should players fight monsters and spend time and energy collecting resources on the map?

Will the searched supplies make players' hearts race during subsequent battles, as they strive to prevent these supplies from being lost?

This brings us to the third module in the game.

When Lin Li set the game to this point.

The core gameplay is basically the same as other grind-based games.

Grinding games aim to get players to grind.

The core gameplay will definitely revolve around two points: making the character stronger and exploring new things.

First, the characters.

As the core of the Battlefront Girls IP, as long as the IP retains the name Battlefront Girls, the characters and weapons are bound together.

Lin Li will not separate the character from the weapon like Yu Zhong does.

After all, if you separate them, the underlying logic of this IP will no longer exist.

Strictly speaking, Girls' Frontline 2 shouldn't even be called Girls' Frontline 2.

In Lin Li's opinion, the concept of weapon girls is not a bad thing for grinding games.

In other games, when you collect guns, it's just a gun.

But in Girls Frontline, the guns you collect are all made up of beautiful girls!!

Can these perceptions be the same?

Lin Li will not weaken the weapon girl; on the contrary, he will further enhance this element.

Players can obtain humanoid cores and weapon cores by completing missions, opening specific treasure chests, or completing defense objectives during combat.

The humanoid core is the player's "waifu" (wife/wife). As long as you successfully evacuate and bring her back to the base, you can revive the humanoid of the corresponding rarity.

Weapon cores are enhancement materials; bringing them back to base will upgrade the level of weapons of the corresponding rarity.

In this situation, if a golden core or even a rarer core is found, will the player feel pressured when defending against monsters?

Under such pressure, relying on your own skills, will you eventually escape from the sea of ​​monsters and return to the base? Will you feel a sense of accomplishment?

There must be.

Besides the precious core, players can also find weapon parts of different levels within the game.

And various consumables.

These consumables can be used to create various items inside the base vehicle.

Air-dropped turrets, cluster bombs, Molotov cocktails, and even mechs—these are the items that can make the game more exciting.

Of course, there's also something crucial in Tarkov-like games: the various types of ammunition.

Every battle.

Players can choose to invest all their resources and experience the thrill of endless hack-and-slash gameplay.

The more resources players hoard, the easier the battles become.

You can also choose to transform into a Tun Tun Rat.

These systems together constitute the depth of character progression in the game.

At the same time, for the sake of playability.

The game supports up to 4-player online multiplayer and also features a single-player mode.

There is no direct PVP in either 4-player online or single-player mode.

However, Lin Li did PVP racing.

In the game, three difficulty levels of maps will be unlocked each season.

In maps with a difficulty level of 3 or higher, team mode will have two teams of players simultaneously, while single-player mode will have multiple players on one map.

Players cannot directly fight each other, but the appearance of competitors means you need to quickly kill monsters and complete tasks.

The more skilled you are, the higher your level of expertise, the more likely you are to obtain good items.

Ranking rewards can only be obtained during the settlement process.

This seemingly pieced-together system, where every component is actually useful, is the core of this game.

Although this system looks very complex, most of it is at the numerical design level, and the actual production scale is not large.

Spark America produced this demo in just over half a year.

Of course, this demo is strictly speaking a gameplay verification demo.

There's only one map, not many characters, and almost no storyline.

While the character progression framework has been developed, the numerical values ​​haven't been balanced, and the core framework still needs refinement, including character progression, weapon modification, and so on.

In addition, this mode is mainly focused on gameplay rather than story, so it is definitely not Girls Frontline 2.

However, this game will serve as a foundation for the development of the technology used in Girls Frontline 2.

of course.

The players at the scene didn't know much; they were watching 95's back and the monsters falling with the guns.

Good guy.

That's really something.

Spark America surprised players worldwide right from the start.

The entire demo runs very smoothly, and more importantly, it's a real machine!!

then.

When the final battle of Girls' Frontline: Siege begins...

The logo appears.

Incidentally, this occurred during the [Carnival demo period].

The applause lasted for at least a minute.

And online.

Various screenshots, updates, and discussions about the PV have emerged endlessly.

"No!! I feel like ants are crawling all over my body!"

"Oh no, oh no, is it too late for me to go to Qiongzhou now?"

"You should have told me earlier that I could try out this game!!"

"We have to wait until tomorrow morning to watch the gameplay livestream?! Ah! Is there any magician who can adjust the time?!"

Many players were quite surprised that Spark suddenly released a shooting game, and such a beautifully designed shooting game featuring cute girls at that.

Almost instantly, some silly pictures appeared.

[See this amazing masterpiece? I developed it with real money.]

Here's your money, let me play now!!

~~~

Author's Note

At first glance, this new game might seem complicated, and you might not know whether it's fun or not. I'll write about the gameplay later, and then you should be able to better understand what this stitched-together game is like.

Chapter 367 Gundam Stands Tall on the Earth [Happy Holidays]

There are many such assertions.

To some extent, this also represents the opinions of the players.

That is, we are very satisfied with the direction that Spark Games is taking in innovation after making money, and is able to bring surprises to players.

Regardless of whether the game is fun or not, the direction is in line with players' expectations.

If players' reaction to "Girls' Frontline: Siege" was surprise...

So the domestic developers and the bosses in the audience were not surprised, but terrified.

What's alarming is that the demo that Spark just showed was far too polished.

This level of completion doesn't refer to the richness of the gameplay.

Rather, it refers to the character's movement and interaction with the terrain, as well as the feedback and force of the firearms' firing, and so on.

It's important to know that prior to today, Spark had not announced any shooting games and had no related development experience.

This is Spark's first shooting game.

Yes, this was developed by Spark America...

There are many shooting games in the United States, so there are also plenty of talented people who can make shooting games.

But Xinghuo was able to digest it in such a short time and even turn it into its own.

This is very rare.

The player base for shooting, racing, and sports games in Europe and America is no joke.

If this game is well-made, it has a very high chance of becoming a mainstream success.

What's even scarier is.

Currently, there doesn't seem to be a game on the market that purely focuses on shooting anime-style beautiful girls...

The production quality of COD, the anime-style art style, and its primary focus on PC are all factors.

Can it be successful?

The current developers are still not quite sure, just like before "Sword Star," the industry was unsure whether a AAA game with a purely female protagonist could succeed.

~~~


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