Almighty Game Designer

Chapter 350: It was cold in ancient times

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Without the replenishment and equipment system, players are really relaxed when laning, just need to continue to consume the opponent's blood. But that also makes laning meaningless.

Because at the same level, your laning can't establish an advantage. You consume the opponent every time, but it's not enough to snowball, and you can't get any advantage in making up.

Maybe the other party kills you suddenly after reaching a certain level.

You beat him for the first 10 minutes, but after 10 minutes, suddenly you can't beat him.

The design of the robbing map mechanism has also become a failure.

Although this design makes it very easy for novices to get started with the game, as long as they follow the map mechanism, it also makes the game lose room for choice.

In "League of Legends", against the wind, you can go to the Yinren to start a group, you can lead the line to get involved, and you can stick to it. This choice itself is a kind of strategy and a kind of fun.

But in "Ancient Catastrophe", the refresh of the map mechanism made the party against the wind very embarrassed. Leave it alone? It is equivalent to handing over the map mechanism to others, and the disadvantages will only be greater. to manage? If you can't beat it, it's equivalent to giving away the head.

Moreover, as long as the map mechanism is swiped, five people must fight together. If you go to four and the other party goes to five, and you are beaten one for four, it is conceivable that the player who does not go will be killed. What kind of scolding.

Of course, what I’m talking about here is mainly the player experience of low-end rounds. Everyone can play high-end rounds, and this situation will be reduced a lot.

But for a game, the experience of low-end players determines the depth of the fish pond, and the depth of the fish pond determines the popularity of the game.

The fact that the data is hidden has been sprayed to pieces by the players.

Because everyone feels very good about themselves, my data is so good, I must play well, if I lose, who is responsible

Obviously my four teammates are too rubbish.

In the moba game, everyone has a different understanding of the game. In the same situation, some people think that they should form a team, while others think that they should develop in a dull way.

In many cases, there is no clear distinction between right and wrong in these ideas. Those who want to develop feel that starting a group is a gift, and those who want to start a group feel that further development is a slow death.

In this case, everyone feels that their own ideas are right, and other people are evil, so it is easy to have disputes and abuse.

"Why don't you come? If we come, we will win!"

"You are starting a group to deliver!"

This kind of quarrel can be seen everywhere.

Of course, this kind of situation is also common in "League of Legends", but "League of Legends" can rely on operation and awareness to establish economic advantages, and complete one-on-five forced carry.

But "Ancient Catastrophe" can't.

In order to give novice players a clear goal, "Ancient Havoc" completely abandoned the most interesting element of moba games: choice, and seriously weakened the positive feedback of the game itself.

What ordinary players have to do is too simple, only pushing the line, grabbing wild monsters, and playing the map mechanism. Anything else you do is meaningless.

You cleared a wave of soldiers and didn't feel it.

You kill a hero, no bounty.

If the team battle is won, it's not you who kill four and five, but your team. I don't feel it.

You can't feel the advantages brought by your own efforts, but everyone accepts the disadvantages brought about by the stupidity of your teammates.

Therefore, after the players have a little understanding of the game "Ancient Catastrophe", everyone feels very good about themselves. After losing, they start to throw blame and abuse wildly, and the game environment suddenly becomes extremely bad.

"Ancient Catastrophe" perfectly interprets the wooden barrel principle: you can't save the world if you play well alone, as long as you have a bad pen, you can lose you.

Under this kind of game mechanism, when everyone is in a new state, they can still have fun, but once they grow into old players, they can't continue to play at all, and even get out of the trap on a large scale.

Given the circumstances, it should come as no surprise that players suddenly started expelling in droves.

After finally coming to this conclusion, Jin Jieguang and the designers of "Ancient Havoc" were a little bit on the verge of collapse.

What exactly is going on

Aren't these all the advantages of "Ancient Catastrophe"? Don't the players like it? Why did everything suddenly become a defect

change? How to change this

Overthrow and redo all? Isn't this nonsense

Moreover, even if it is redone, how to do it? All according to "League of Legends"? Isn't that still a copy of "League of Legends" game

Besides, according to this large-scale reform, after another two months of reform, "League of Legends" has already completed the harvest of the entire market, and the day lily is cold!

Lin Chaoxu was so angry that he lost his temper in the office, but there was nothing he could do. "Ancient Catastrophe" itself was a project he had decided on. Before the production, he also felt that this model was fine. Now that something went wrong, it was unreasonable to blame Jin Jieguang for everything.

However, Jin Jieguang's image and status in Lin Zhaoxu's heart plummeted.

Jin Jieguang himself was also very puzzled.

Could it be that Chen Mo's idea was wrong

Or, have you been fooled

With both "Three Realms" and "Ancient Catastrophe" quietly going cold, this channel war came to an end earlier than everyone expected.

Although Emperor Huyu and Shenhuan game platforms are still attracting users through various means, under the erosion of "League of Legends", the dominance of these channel providers on the PC side has plummeted.

In early July, Chen Mo announced the latest data of "League of Legends". The number of global active players of this game has exceeded 8 million, and it is launching an impact on "the PC game with the largest number of players in the world".

The number of new players on the three major overseas servers of the European server, the American server, and the Korean server has also maintained a steady growth every day, which has continuously brought in fresh blood for this game.

In China, "League of Legends" has begun to tap the corners of these traditional mmorpg and fps games. There are more and more materials about "League of Legends" on major live broadcast platforms and video websites.

After completing the unification of moba games, "League of Legends" has established its absolute dominance in the moba field, and the next step is to launch an impact on the "palace-level PC game".

Of course, this will be a very long process.

For Chen Mo, the most critical research and development and promotion period has been completed. Although the "League of Legends" competition has not yet started, it will soon be on the right track.

In the future, as long as new heroes are continuously launched and the e-sports atmosphere is continuously created, the popularity of "League of Legends" will continue, at least for more than five years without any problems.

In just over half a year, the emergence of "League of Legends" has shocked the game industry all over the world, and the concept of moba games has also become popular all over the world.

Many overseas game media have carried out in-depth follow-up reports on the game "League of Legends", and the analysis of this new game type has become a compulsory subject for global designers.