Game Development: Starting with Healing Players
Chapter 868

First Gameplay Experience

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With the Direct Conference over, many players who had watched it were left with a dreamlike feeling.

No one had expected this game called Super Smash Bros. to be such a massive undertaking. It practically contained more than a fighting game should have.

If not for Chen Xu's introduction during the Direct Conference and the promotional CGs that had been released,

no player would have thought this was a game centered on fighting mechanics based on that content alone.

The amount of content was simply too rich.

And even as a fighting game, it was unlike anything that had come before.

Leaving aside its revolutionary mechanics for traditional fighting games, such as multiplayer brawls, items, and launching opponents,

There were dozens of selectable fighter heroes, hundreds of maps with different forms, and thousands of original background music tracks.

There was also a massive single-player mode and nearly ten thousand collectible Spirits.

All of it set unprecedented records.

What excited players even more was the sheer number of meticulous details they had seen in the game.

This was an IP-driven game, with its main appeal being the fun of seeing characters from different franchises clash with one another.

But having IPs did not necessarily mean a game would sell well.

In fact, before Chen Xu announced Super Smash Bros., there had been no shortage of IP-driven games on the market. They simply had not been made on this scale.

Those IP games existed purely to cash in on fans' nostalgia.

But Super Smash Bros. was different. Even before release, players could clearly feel that this was exactly the game they wanted.

As long as an IP they liked appeared in Super Smash Bros., players familiar with that franchise could instantly spot little Easter eggs and details revealed in the Direct Conference

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