Almighty Game Designer

Chapter 1146: Oasis 1.0

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Seeing the steady stream of happiness and resentment, Chen Mo's heart remained unmoved, and he almost laughed out loud.

Although he couldn't see the players' faces, Chen Mo could empathize with their struggle and pain.

"In order to appease everyone's wounded hearts, Double Eleven is coming soon, and there will be another wave of half-price activities, and the plan will go through." Chen Mo smiled, "You don't need to thank me, please call me **."

It has to be said that "World of Warcraft" is very effective in collecting resentment points.

The previous 3a masterpieces were collected individually, which was too inefficient. Moreover, for hardcore games like "Dark Soul", many players just throw them there after being happy +1, and don't play at all, and even those players who have cleared the level, the more they play later, the higher the threshold of suffering, Gradually, no resentment value could be collected.

But once "World of Warcraft" came out, it was very funny.

You can collect the resentment points of 40 players at once, and as long as you play this game for a long time, it is impossible not to participate in team activities and play team books, right? As long as you fight, you will get a proper resentment value.

Even if some players really don't play the team book, then you have to brush the battlefield, right? Even if you don't brush the battlefield, if you encounter a hostile faction when doing missions in the wild, then you still have to pvp, right

Not only that, characters like "Three Seasons Rice" are constantly emerging in "World of Warcraft".

However, Chen Mo didn't intend to really stretch the entire time of "World of Warcraft" so long.

If it really grows longer, then the 60 version can last for a year, and the 70 version will come for another year. When the players hit the Wu Meow King, it will be more than two years later.

This time span is too long.

I have to say that some boss battles in the original version of "World of Warcraft" are relatively high-strength. Many bosses, such as Oro, C'Thun, Muru, etc., were simply unbeatable when they were first designed. Some teams simply Just go around and stop fighting. After Blizzard weakened many bosses, the players managed to get through.

If you don't weaken it, you can't beat it. It can be seen that some bosses are designed with high difficulty.

For Chen Mo, the reason why he wants to release one version after another is not to prolong the game time of players, but mainly to allow players to obtain a consistent game experience and experience the essence of "World of Warcraft" as completely as possible. Wonderful part. Otherwise, once "Wrath of the Lich King" comes out, who will do the door-opening task of Ahn'Qiraj.

However, that doesn't mean that the longer the version lasts the better.

The "World of Warcraft" players in this world have an extremely large base from the very beginning, and with the help of sleep mode, their game time can be guaranteed, coupled with a more reasonable difficulty of the team copy, basically a few months They can thoroughly play the current mainstream team.

Although the original version of "World of Warcraft" is a classic, as a game that charges for time, there are still some contents in it that deliberately burn time, and many gameplays are mainly based on brushing. These are not so pleasant game experience .

There are a lot of tricky gameplays, such as earning prestige, which are essentially no different from the silly ring-running gameplay of domestic inferior web games, and they are nothing more than repetitive labor. In this regard, Chen Mo also intends to "lighten the burden" on the players, try to let them experience the most exciting side of the game, and make every minute of the card more worthwhile.

Of course, most players are now using monthly cards.

In addition, there is one very important thing.

That is Double 11.

Oh, I was wrong, it is actually not Double 11, but a new event that will be launched during Double 11.

In addition to the daily half-price promotions and other activities, there is another milestone event for Chen Mo, that is, the "Oasis 1.0" version will be officially launched.

In November last year, the "Oasis Project" was officially launched. More than 200 independent game designers joined the Oasis Project to contribute to this epoch-making game.

They obtained many resources within Thunder Interactive Entertainment, including the art resource library, the physical system built by Pangu Engine, the latest artificial intelligence system, etc., and obtained the right to use countless super-large IPs within Thunder Interactive Entertainment, just to create a The huge, complex, and closely connected parallel universes are also exerting their imagination and creativity day and night.

During this year, each designer has to develop an independent game unit for the Oasis Project. At that time, players can freely enter more than 200 game units to experience different games.

One year later, the results were gratifying, and the total number of game units reached 319. Of course, there are many game units with small capacity, and the game time may only be a few hours. Not all game units can provide players with more than 20 hours of game experience like a new game.

But in any case, the preliminary game content is already available, and the "Oasis 1.0" version can be launched for preliminary testing.

Although "Oasis" has existed for a long time, strictly speaking, it is not a real oasis, it is just a prototype, so until now this version can be regarded as an official version.

If the current "Oasis 1.0" is judged by Chen Mo's ultimate goal, it is still very naive, but for players, this should be a rather novel game experience.

The "Oasis 1.0" version has eight modes by default, which are single-player adventure mode, multi-player adventure mode, single-player survival mode, multi-player survival mode, competitive battlefield mode, unfair competition mode, free exploration mode, and entertainment mode. Each mode has 20-40 game units.

Among them, the adventure mode is equivalent to a traditional stand-alone game; the survival mode is equivalent to fleeing, and you must avoid the AI's pursuit as much as possible; the unfair competition mode is that different camps have different combat powers, and the weak camp needs to cooperate closely; the entertainment mode It is some game units with a lot of brain holes.

Of course, these game units are different from stand-alone games.

Stand-alone games basically ensure that players have more than 20 hours of game time, and players can play intermittently; and these game units are basically controlled at about 2 to 6 hours, and some game units with a long time, if it is a single player mode It can be archived. In multiplayer mode, it is necessary to confirm with the player whether the game time is appropriate in advance.

In addition, in order to avoid duplication of game units and allow players to quickly find out the tricks of customs clearance, all game units have been dynamically processed.

Under the effect of advanced AI, these game units will be different every time they enter the script, such as the opening position, npc IQ and personality, prop position and function, etc., all will have a relatively large difference, even if the player clears a certain level many times A game script, you still need to use your brain when you re-enter, it is easy to capsize the gutter.

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