Almighty Game Designer

Chapter 446: no way

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Chen Mo stepped down and sat back in his seat.

Zhang Xiaokong frowned slightly, and said in a low voice: "Chen Mo, don't you talk too much? You have told all the key points of the success of "Overwatch", so you are not afraid of being copied?"

Chen Mo smiled: "It's okay, I have confidence in "Overwatch". Besides, this is an exchange meeting, there are correct views and wrong views, everyone is improving through exchanges."

Zhang Xiaokong still felt a little inappropriate, but after all, what Chen Mo wanted to talk about was his own private matter, so Zhang Xiaokong didn't ask any more.

Chen Mo was a little helpless. I specially adjusted the effective range of the intelligence reduction halo to avoid those independent game designers in the back row? Why do you seem to be fooled by me

Could it be that my current level has reached the level where I can fool people casually without props

What Chen Mo said was half true and half false.

The correct option can indeed be ruled out through the method of elimination, but it is also possible that after the elimination, it is found that this path does not work at all.

The road described by Chen Mo, which is the road taken by "Overwatch", is such a road that actually doesn't work at all.

The so-called "failure" does not mean that it will fail, but that it is impossible to reach the level of moba games that are popular all over the world.

While Blizzard made some mistakes in making and promoting Overwatch, what about someone else? It is also impossible to make the idea of "fps with skills" well.

The success of "Watching Pioneer" is inseparable from excellent character settings, story background and cultural connotation, and these are precisely Blizzard's strengths.

What if other companies want to copy Overwatch? In terms of cultural connotation, it is simply not up to the level of "Watching Pioneer". Therefore, Chen Mo wasn't worried about being copied at all, because this type of game couldn't be done well by anyone.

There are indeed many problems in "Overwatch", Chen Mo knows in his heart, but these problems cannot be solved from the current design concept.

If "Overwatch" wants to become a perfect competitive game, the core problem that needs to be solved is balance/tactical richness. These two points are actually the same problem.

The specific manifestations are: slow updates, less content, easy to get tired of playing, rigid lineup, poor experience in fish ponds, etc. These all stem from the same problem.

Under the existing game mechanism of "Watching Pioneer", the hero lineup has the most optimal, or nearly optimal.

The so-called balance does not mean that both sides can use the same lineup to be considered balanced. Otherwise, what kind of ban selection is there in the moba game? Just let everyone blindly choose the version of the strongest hero, can't it be random

In the "Push Cart/Occupy Point" mode of "Overwatch", some team heroes become indispensable, and the lineup changes are directly locked in 6v6, so that heroes squeeze each other's playing space .

The reason why 76 and Reconstruction Empire are treated so differently is because their output stability and output capabilities are not at the same level.

So, can we quickly produce multiple heroes and balance them well through the deployment

almost impossible. It is possible to quickly produce heroes, but the more heroes are produced, the more difficult it is to balance, which is much more difficult than moba games.

This is mainly because of the gameplay system of "Overwatch". In the moba game, there are rich map mechanisms and growth potential, so heroes with characteristics such as early heroes/late heroes/separate heroes are allowed to exist. A late hero is weak in the early stage and invincible in the late stage. Players also have ways to target him, so also Not a problem.

However, there is no economic system in Overwatch, and there is no map mechanism that can enhance combat power. Heroes do not have any growth potential, so it is impossible to distinguish early heroes from late heroes.

In this case, some characteristic heroes are impossible to appear, and even if they appear, players will not play. Therefore, limited by the game mode, this balance is difficult to do.

As long as a's output ability is 1% stronger than b, players will choose a instead of b.

In the 6v6 limited lineup, players will carefully select 6 heroes who can play the strongest team battle ability when combined, such as Sledgehammer, Maomei, dva, 76, Anna, and dj. When dealing with assault heroes, it is to run over them sideways.

Genji and Tracer want to cut Ana? The backhand hypnosis needle, bottle, and Maomei's shield will make it clear for you.

With such a lineup, what mobility is needed? What Genji, Tracer, Widowmaker, Hanzo, what is the use of being able to climb walls? What is the use of being able to see through

Therefore, no matter how many new heroes are produced and how many new hero mechanisms are made, professional players/players can always find the best six choices with the strongest combat effectiveness, and the problem of rigid lineup is almost unsolvable.

It is because "Overwatch" does not have any growth system and economic system.

Of course, it is not necessarily right to make a growth system and an economic system, because this is an fps game, fighting all the time, and there is no option to take the line to steal the tower and grow steadily. Once snowballing is allowed, will the disadvantaged party be kept Rolling to death with no power to fight back, causing the game to lose suspense prematurely

No one knew before it was made, but obviously, solving a problem would lead to a new problem. In Chen Mo's previous life, Blizzard did not make "Overwatch" perfect, and no company could make this kind of game The patterns are perfectly done.

It's a dead end "looks good" way.

Therefore, Chen Mo chose a different path to make "Overwatch" a completely entertainment-oriented game, and try to avoid over-exploiting the game content in competitive competitions to overdraw its fun in advance.

Turning "Overwatch" into a competitive game that is popular all over the world is an impossible task in itself. Obviously, Chen Mo will not say this.

He wished that the designers of big companies would all copy "Overwatch" in a swarm, and eventually fall to the ground.

This year's lectures and exchanges seemed a bit dull, because Chen Mo stole the limelight.

A lot of people are talking about the success of League of Legends and Overwatch, and wondering if it represents some kind of future direction.

Obviously, these two games can be regarded as phenomenal games. "League of Legends" is also gaining momentum overseas, not only in China; "Overwatch" has not been officially promoted overseas, but from the game Judging from its own characteristics, it will definitely be very popular overseas.

What about other games? In other words, "Prosperous Tang" and "Three Realms" have a little fighting power, but in terms of topicality and player popularity, they are still far behind.

Many designers are speculating that this time the awards ceremony, is Chen Mo going to be a god