Chen Mo suddenly remembered one more thing: "By the way, there is also the issue of game rhythm."
"As for whether a game is 2 hours or not, this is not certain. We have to adjust it according to the size of the map and the pace of the game, but it can only be shorter, not longer. In fact, two hours is relatively long for players. Tired, it would be better if it could be compressed into an hour."
"However, two hours is not too long. In fact, it is equivalent to the time for small copies of some online games. It takes more than an hour to complete a prison in Stormwind City. And during these two hours, players They spend most of their time searching and fighting in the wild, and only a small part of their time is spent fighting, so they will not be so tired. On the other hand, many players may be killed and leave the field in ten minutes, and they will not feel tired after a few minutes."
"This is different from PlayerUnknown's Battlegrounds. PlayerUnknown's Battlegrounds is an fps game. Although it's more relaxed when searching for things, it always needs to run poison, and you need to be highly concentrated when you are on the road or in street fighting, so you will It's tiring. But "Jianghu" has fewer players than "Jedi Survival", and it doesn't need to pay attention to a long distance like fps games, so it will be relatively easy."
"In addition, we need a 'poison circle' mechanism similar to "PUBG Mobile"."
"The distribution of these sects has a geographical location. This geographical location serves the game mechanism and does not need to correspond to the geographical location in the martial arts story. The three martial arts sects of Shaolin, Wudang, and Beggars are located in the relative center of the map; The other decent sects are further outward; the three evil sects are further outward, in different positions."
"In places other than these sects, there are various locations scattered, where adventures, martial arts, etc. are randomly refreshed. The entire game flow is from the outside to the inside."
"In the first stage, decent players were active around their sects, while evil players were trying to make troubles, and the conflicts between the two sides were concentrated on the periphery of the big map. As the game progressed, the adventures in the periphery were almost taken Then, the players began to concentrate inward.”
"At the same time, the players began to have the strength to organize an extermination war. The evil faction can destroy the evil faction and the decent faction, and the decent faction can only destroy the evil faction. Once successful, you can get a lot of resources."
"In addition, there are more and better adventures inside the big map, but most of them require certain conditions to obtain, so you can't go right away."
"Through the tug-of-war, the focus of good and evil players will become more and more internal. In the end, decent will elect a martial arts leader, and good and evil will force a decisive battle to determine the final winner."
"Okay, the general design is like this, and some detailed rules will be discussed when we make it. Do you understand?"
Everyone nodded: "Understood."
…
After introducing the concept draft of "Jianghu", everyone began to split up and work on their own affairs.
In fact, there were many martial arts versions of PlayerUnknown's Battlegrounds in Chen Mo's previous life, but none of them were particularly good.
The vast majority of rpg games and moba games do chicken eating mode, but they are actually not favored, because the combat system is not suitable.
The charm of eating chicken is that different players can adopt different strategies. The bad players go to the wild, and when they are lybs, they can also overshadow the skilled steel gun players; at the same time, the players with good marksmanship have great advantages.
However, most of the rpg games that do chicken eating mode, the combat power is often driven by numerical values. That is to say, I have better equipment than you, so when we meet, I will just go over to you without thinking. You basically have nothing to do, and the strength gap between the two sides is very different.
What's so good about eating chicken? The good thing is that even if your 8x mirror a4 is overcast, it only takes a few shots. As long as a player's equipment is passable, he can continue to play.
&nboba game? I equip you with six pieces of equipment and four pieces of equipment, then I just close my eyes and fight with you.
Therefore, if this problem cannot be solved, the chicken eating mode will not work.
A chicken-eating game with a martial arts background needs to solve the problem of the combat system, so as to give enough advantages to sneak attack and first-hand players. But limited by the combat systems of these games, few of them do particularly well. What's more, most of the similar games are just skins, and they don't show the advantages of martial arts games at all. After playing two games, players find that they are far from "PUBG Mobile", so they won't continue to play.
Therefore, if you want to make a chicken-eating game with a martial arts background, you must not copy "PUBG Mobile" mechanically. Two problems must be solved.
One is the dynamic balance of strength among players, so that experts have a certain first-mover advantage, and rookies also have the possibility of winning.
The other is to show enough martial arts elements in the game, whether it is the combat system, the game between sects, etc., we must make our own characteristics and advantages.
Only by achieving these two points can this be considered a qualified game, otherwise it will be just a poor imitation with a layer of skin on it, and it will be difficult for players to play deeply.
Of course, no one in Chen Mo's previous life could make this kind of game, and another very important reason was that he was not strong enough.
Can't make a "Dark Soul" level combat system, can't make high-level AI, can't make high-level graphics...
In the final analysis, if there is no money, no one, and no resources, all you can do is exchange the chicken for a martial arts skin and cheat a wave of players out of their money.
However, Chen Mo is different from those game developers, he has sufficient resources to make this game.
Fragmented game time, zero-sum game mode, a certain degree of randomness, a first-class combat system, a profound martial arts background, diverse gameplay... These will completely distinguish "Jianghu" from other games on the market.
For players who like Huaxia style and martial arts games, this is definitely a game not to be missed. After all, there are few games of this type, and it was made by Chen Mo. The next game like this will have to wait until What year and month.
However, Chen Mo's goal is definitely not only in the country.
There are not many martial arts fans abroad who like the Chinese style, and they don't understand the connotation of the martial arts spirit, but "Jianghu" is also an excellent work in other aspects besides the cultural background of the game. Even if this work cannot become popular abroad, it will definitely attract a group of foreign players to play, and it can be regarded as spreading Chinese culture to a certain extent.
Therefore, Chen Mo chose this game as the finale of this year. After accumulating so many games, he finally has the confidence to come up with more Chinese-style games.