Why the bug I wrote became a core gameplay mechanic?!
Chapter 441 - 425: Part Destruction

Chapter 441: Chapter 425: Part Destruction

"Okay, so the game ’Blood of Lies’ is almost finalized, and next is to perfect the specific design."

Lilith said, her gaze sweeping over the three faces in turn.

Who should be chosen as the producer for ’Blood of Lies’ this time?

Logically, all three present had some shady history, but relatively speaking, Wei Chengjie seemed to have less.

Especially since Gu Fan and Zhou Yang had just made some suggestions for this game, the suggestions were likely to have set up some pitfalls.

Thinking this, Lilith subconsciously wanted to announce that ’Blood of Lies’ was to be entrusted to Wei Chengjie.

However, just then, Wei Chengjie seemed to have suddenly thought of something and raised his hand to add, "President Li, I’ve just thought of another mechanism."

"I want to integrate a part destruction system into the game!"

Lilith furrowed her brows: "Part destruction?"

This concept was rather common and had been incorporated into some action games.

For instance, the common "Tail Cut" was a frequent form of part destruction.

In action games, if a player simply targeted the boss’s central point and hit anywhere with the same damage, then that kind of combat was quite boring and lacked strategic depth.

Therefore, to enhance the strategic and technical aspects of combat, some action games would calculate damage based on different parts of the boss.

For instance, monster parts like the head, legs, and tail would have different damage reduction rates, such as in some large monster hunting games, which had the concept of "flesh quality."

Parts with good flesh quality allowed players to inflict higher damage; whereas parts with poor flesh quality not only took low damage when struck but could also cause the weapon to bounce off.

To further increase the reward for attacking a specific part, designers would then introduce the concept of "part destruction." For instance, if players inflicted a certain amount of damage to a specific part of a boss, that part would get destroyed, making it easier for players in subsequent combat.

Just like with "Tail Cut," once a player inflicted a certain amount of damage to a monster’s tail, the tail would break, and afterwards, all the monster’s "Tail Swing" actions could no longer harm the player, greatly increasing the player’s room for offense; moreover, after cutting off the tail, players could often receive some additional item rewards.

Zhou Yang raised an objection, "The part destruction system... although it’s a good idea, I’m not sure if our combat system can support it."

Clearly, the part destruction system seemed wonderful, but in reality, most action games rarely used it.

Even if they did, they usually only had simple mechanisms like "Tail Cut," and did not really segment several different areas on the boss and create part destruction effects for each.

Development difficulty was one aspect, but the key issue was whether the combat system supported it.

Those games that made part destruction very complex often had very powerful combat mechanics.

In those games, characters had intricate combos and derivations, and players could destroy a specific part of a boss by memorizing the boss’s moves and using powerful combos repeatedly.

But what if players in a game didn’t have many complex combos and derivations?

Just like with large Dragon-type bosses, when they lifted their heads, most of the player’s melee attacks couldn’t reach at all, so what would be the point of adding a targeted position for the head? The players would still need to target the feet, right?

Therefore, for games with simpler combat systems, even if they implemented complex part destruction, players wouldn’t be able to use it effectively; hence, it might be better not to do it, and simply create a Tail Cut instead.

Moreover, part destruction systems often required bosses to have a very long Blood Bar.

But now, most combats had become quick and decisive, with players typically determining the outcome within three to five minutes. In such a short time, the advantages of part destruction effects were hard to demonstrate.

In conclusion, for games with complex combat mechanics and battle durations of twenty to thirty minutes, part destruction was necessary; but for games with simpler mechanics and shorter battle durations, part destruction was completely unnecessary.

It would suffice to just implement different damage multipliers for different parts.

And looking at the current situation, ’Blood of Lies’ clearly belonged to the latter category.

Seeing that everyone was thinking too far ahead, Wei Chengjie hurriedly explained, "No, no, no, you all misunderstood, and it’s my fault for not clarifying. I wasn’t talking about boss part destruction, but player part destruction."

"It’s the player who gets destroyed."

At this revelation, everyone was a bit stunned.

"Ah?

"The player’s parts get destroyed?"

Lilith’s eyes instantly lit up: "Great! What a great idea!"

Truly a genius design!

Obviously, this was a great way to collect negative emotions.

The destruction of parts would definitely come with increased injuries and loss of specific functions, undoubtedly a form of penalty for defenders.

Imagine this, players are in the midst of fierce battle with a boss, taking hits left and right due to unfamiliarity with the boss’s skills, but thankfully, they also have healing items to continuously restore their health.

But just when the player saw the dawn, his body parts were damaged!

For example, if his leg were damaged, it would cause him to move slower, roll slower, and shorten the invincibility frame, or if his left arm were damaged, the prosthetic limb wouldn’t function properly, making his attack moves sluggish...

Even more shamelessly, when the player’s leg was severely damaged, he would collapse on the ground, unable to move, only able passively to face the boss’s attacks...

It’s infuriating just to think about!

Zhou Yang was also shocked; he looked at Wei Chengjie, slightly puzzled: "Whose side are you really on?"

Clearly, this kind of design obviously had no benefits for the players at all!

Wei Chengjie continued, "Of course, President Li, to make this system look more misleading, just this is not enough. My idea is that we need two additional mechanisms to safeguard it.

"First, we should implement part damage for all bosses as well, to show that we treat bosses and players equally.

"But considering the performance of the characters, actually, most boss parts are very difficult to damage.

"Second, we can design different part damage mechanics for human biological bodies and doll mechanical bodies.

"The differences in their damage reduction rate, repair methods, and damage results should be made clearly distinctive."

Lilith was somewhat puzzled: "Are you saying, create more differences between human bodies and doll bodies?

"I remember previously saying doll bodies would have a higher damage reduction rate. So correspondingly, would human bodies gain more healing from a blood-sucking mechanism? Recover more easily?"

Wei Chengjie shook his head: "Not just that. I think we could also design human bodies to be more agile, whether it’s moving to dodge, rolling, or attacking. The actions would become faster and more fluid.

"However, human bodies would also become extremely fragile, falling apart at the slightest touch."

Lilith furrowed her brows, clearly not understanding what he meant at first.

Wei Chengjie continued, "According to the damage mechanism, not only is it harder to damage a doll’s body, even if it is damaged, the original limb can still barely function, just with reduced effectiveness.

"But human bodies not only are easily damaged, but once they are damaged, they completely lose their abilities. Moreover, limb damage will also be accompanied by a lot of bleeding, directly reducing the player’s life bar limit."

Lilith immediately understood, "Hmm? Good design! This is indeed a good design!"

Clearly, this aspect had to be considered together with the previously mentioned Lying Mechanism.

Players could actively use various items to transform themselves into dolls, but if they continuously lied, they would become more and more like humans.

What kind of players would choose to lie? Clearly, most are those who find the regular process very difficult, who want to avoid suffering.

Thus, this would give them an illusion: lying not only allows skipping certain procedures and escaping certain bosses, but also, in the process of becoming more human-like, makes their actions increasingly agile.

Whether it’s dodging enemy attacks or counter-attacking, it all becomes more fluid.

Players, when fighting ordinary monsters, certainly feel it becoming increasingly easy.

Since, although the game’s regular monsters are also quite troublesome, as long as players are careful and deal with them one by one, by using some long weapons to strike first without drawing their blades, advancing through the map is still relatively simple.

At this moment, the human body possesses unmatched advantages.

But when facing key bosses, the situation becomes completely different!

Firstly, because of the Lying Mechanism, during key boss encounters the player’s lies are exposed; Dynamic Difficulty instantly reverts to normal difficulty. For players accustomed to easier difficulties, this is nothing short of a nightmare;

Secondly, unlike minor enemies, key bosses inevitably require robust approach and certain maneuvers to overcome.

Once players are hit by a boss, they could likely trigger debuffs such as limb severance, reduced life bar limit, and restricted basic functions.

And the advantage of human agility is very difficult for this type of player to utilize.

It can be said to be a double blow for these players!

And adding destructible parts to the bosses is also a smart move.

Although it does not exclude individual top-tier players who might be able to use specific techniques to inflict part damage, considering "Blood of Lies" does not have a too complex combat system, and the majority of players’ skill levels, most players would barely manage a Tail Cut.

Those beautiful-looking part damages, they simply can’t be inflicted.

And players being overly fixated on part damage could instead disrupt their own combat rhythm, making them suffer even more.

All these factors combined obviously add insult to injury for those players already mediocre in skill, and "Blood of Lies," under layers of seemingly beautiful mechanics, becomes a ticking time bomb, exploding those joyously embarking players into smithereens!

And they must delve into the game for a long time before they could discover this despairing truth.

It sounds like this game is even more credible now!

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