Almighty Game Designer

Chapter 283: Two choices

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Although many players are having fun playing it now, Chen Mo is very clear that the overall gameplay of cog is still full of loopholes, and it is still far from becoming a truly qualified moba game.

In the eyes of ordinary players, this map is very interesting, and it is different from any game on the market.

Various heroes have different positions and can cooperate closely.

You only need to manipulate one hero, which is more friendly to novice players.

The pace is relatively fast, with a maximum of 40 minutes per round.

Taking into account teamwork and individual heroism.

Of course, it is difficult for players to perceive the huge potential behind this game. They just have a vague feeling that this game is very fun.

However, this was not the case for Chen Mo.

After seeing dota and lol in the previous life, two moba games that can be called comprehensive but with different characteristics, the current cog is like a sieve in Chen Mo's eyes, full of holes and loopholes everywhere.

There is no clear positioning in hero design, and the balance is extremely poor.

The layout of the map is unreasonable, and the wild area is narrow and long, which makes it very easy to be gank online.

The positive incentives for players are seriously insufficient, and there are not even special rewards and sound effects for kills and multi-kills.

Learning costs are high.

The equipment system is loose and fragmented.

The operation still has a strong shadow of rts games, and the opponents and disabled players are extremely unfriendly.

The snowball situation is too obvious, and there are very few turnaround points.

The current players are having a great time playing the game simply because the game of cog has just appeared, and everyone is very good at it. They are very happy when they win, and they don't feel so much frustration when they lose.

In this pecking environment, the fun of cog is infinitely magnified, so it looks beautiful.

But what if the players improve their level, understand the game more and more deeply, and develop more and more routines

Players will need a ruler to measure their level, so the ladder came into being. What happens when everyone plays games to win, and a large number of players who have a deep understanding of the game and operate well are gathered on the ladder

Then the defects of cog will be infinitely magnified.

At that time, some people will definitely complain, the winning rate of the dark ranger is too high, she is too strong, let's weaken the blood mage!

Or everyone will say that your wild monster value settings are too unreasonable, your wild area is too small, the game is too tiring, and there are too few turnaround points...

Every imperfect small setting will become a gap in the dam, which will eventually cause the game to completely collapse.

This is the reason why Chen Mo didn't take out the moba game from the beginning.

Numerical balance is so critical, it can even be said to determine the life of a moba game. If Chen Mo launches an imperfect moba game rashly, it is tantamount to sending this advanced concept to other designers, and the final result will be Other big companies made a better moba game, but Chen Mo lost all his money.

This is something Chen Mo absolutely cannot bear.

However, at this stage, Chen Mo finally has the strength to bring moba games to this world.

In fact, Chen Mo had already made a development plan, but many things came together to make the game's development plan even more urgent.

After the alliance between Dichao Entertainment and Shenhuan Game Platform, almost most of the domestic distributors have united to encircle and suppress Chen Mo's Dichao Game Platform.

In foreign countries, game cogs with moba elements have also appeared, and they have reached a cooperative relationship with ga. I believe they will launch a more complete version of moba games soon.

For Chen Mo now, he must come up with an absolutely dominant game to sweep the entire domestic game market, in order to completely destroy the big channel jointly built by Emperor Dynasty and Shenhuan, and to firmly secure the moba game, the cash cow. Hold it in your own hands.

In Chen Mo's previous life, dota and lol, as the two pinnacle moba games, had basically explored this game type to the extreme. However, these two games ended up on completely different paths.

Dota achieves the ultimate in balance, almost every hero has his place to play, various tactics are ever-changing, and the competitiveness is top-notch.

However, due to problems such as high difficulty in getting started, painting style, and historical reasons, although dota appeared first, it failed to complete the large-scale expansion and harvest of the moba market.

lol is on another path.

By changing the painting style, simplifying the operation, and fixing routines, lol has reduced the difficulty of getting started with the moba game to the greatest extent, making it popular among many people who did not play dota before, and under the stacking of various objective factors, completed the moba market Harvest has become the most popular game in the world.

However, this also brings some other problems, such as fixed routines, poor balance, low upper limit of operation (relatively speaking), and so on.

Every time the version of lol is updated, there will be some unpopular heroes and popular heroes. Although there are some heroes that can be developed, there are still a large number of heroes who can only sit on the bench and miss high-end rounds and professional games.

So, can we take the best of the two to create a perfect moba game

Basically impossible.

Obviously, both games can see each other's strengths and weaknesses, and both are trying to make some changes in their respective directions, but after all, they have embarked on two completely different paths.

To simplify operations and expand the user base, the upper limit of game operations will inevitably be reduced, and even some balance will be destroyed. You cannot have both.

These two games are moba games that have been developed to the extreme. Dota is like Go, with more changes, but it is difficult to learn and relatively niche; lol is like chess, with clear rules and a large number of players, but the routine is relatively fixed.

For Chen Mo, Dota is very good, but now he has to maximize his player base, compete with the domestic distributors who have already united for user resources, and use a shocking game to completely stabilize his player base.

At the same time, he wants to use this game to monopolize the moba game market to the maximum extent, so that any games that try to imitate and catch up from behind will all die.

All things considered, lol is more in line with Chen Mo's current needs.

Of course, another important reason is that Chen Mo didn't know how to play Dota in his previous life.

Even with the Memory Replay Potion and barely recalling some hero skills, it is still difficult for Chen Mo to reproduce Dota perfectly.

As for "League of Legends", Chen Mo will definitely not bring it out unchanged, after all, his current numerical ability is already very strong.

Moreover, in Chen Mo's previous life, "League of Legends" has been constantly revised and innovated over the course of several years, and many concepts have been constantly evolving. Chen Mo will not stick to those obviously outdated design concepts.

When Emperor Interactive Entertainment and Shenhuan Game Platform began to cooperate and wanted to use popular games to prove their strong channel promotion capabilities, Chen Mo also planned to come up with the most popular game to teach them how to be human.