![]() ![]() It was a story that any player could watch and think “Oh, Kiana fought so bravely during her hardship. ![]() The developers also struggled with how they could make breakthroughs to the story, translate the emotions they wanted to show through the visuals, or how they could resolve different plot threads in a way that wasn’t only satisfying to them, but satisfying to the people who have grown heavily invested in the world they had created. Honkai Impact 3rd soared higher than any game HoYoverse had created before, and attracted even more players than it first had at launch.īut it wasn’t all highs. ![]() Creative freedom led to a more humane story that the players could relate to. The less stress they have to deal with, the better they can make their game. ![]() Having creative freedom, at the very least, makes the load lighter for developers. Such pressures can cause great anxiety for any developer, and their passion for the game can only do so much. For one, developers have to juggle living up to the expectations from players, executives, and even themselves. Players aren't often aware how difficult it is to make a game. Lucky for us, HoYoverse CEO Liu Wei, emphasised allowing the writers to create a story that they love - pointing out that a story like that could also be loved by the millions who have joined the game. They wanted to translate human experiences to the screen. The story that made itīut what made this game successful was not only the beautiful graphics, Valkyrie designs or kits it was the story that made it shine.įor the developers, they not only wanted an action-packed game filled with cute girls and badass fights, they wanted to tell a story that could reflect reality. The first time players saw Kiana jumping off of the hatch of a transport aircraft and into the clouds marked a momentous occasion to the team it was the beginning of their journey of a lifetime. When the team for Honkai Impact 3rd began to conceptualise the game, they were just a handful of people who joined the company with a love for Japanese-style games and agreed with HoYoverse’s work philosophy and environment.Īnd although they thought that they could get the game out in a little over eight months, the development for the first version, in reality, took them nearly two years to complete. I suppose sometimes we, as players, tend to forget just how much time and effort can go into developing one. Playing a game and creating a game are two very different things. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |