Almighty Game Designer
Chapter 345: It was cool in the ancient times (five)
Without the reinforcements and equipment system, the players are really relaxed when they are on the line, they only need to constantly consume the other party's blood volume. But this also makes the line become meaningless.
Because at the same level, your line can't establish an advantage, you consume the other side every time, but it is not enough to roll up the snowball, and you can't get the advantage of making up the knife.
Maybe the other party will kill you after reaching a certain level.
You pressed him in the first ten minutes, but after ten minutes, suddenly you can't beat him. This situation is very crashing.
The design of the robbing map mechanism has also become a failure.
Although this design makes it easy for novices to get started, just follow the map mechanism, but it also makes the game lose the choice.
In "League of Legends", you can go to the Yin people to open the group against the wind, you can go to the line to take care of you, you can stick to it. This choice is a kind of strategy and a kind of fun.
However, in the "Holocaust of the Ancients", the refreshing of the map mechanism made the one against the wind very embarrassing. Don't worry? It is equal to handing over the map mechanism, and the disadvantages will only be greater. Go to the tube? Not only can it be sent to the head.
Moreover, as long as the map mechanism is brushed, five people must go together. If you go to four and the other party goes to five, you will be beaten for four. You can imagine that the player who is not going will be What it looks like.
Of course, what is said here is mainly the player experience of the low-end bureau. Everyone in the high-end bureau will play, and this situation will be reduced a lot.
But for a game, the experience of the low-end player determines the depth of the fish pond, and the depth of the fish pond determines the heat of the game.
The hidden data is even more smeared by the players.
Because everyone's self-feeling is very good, my data is so beautiful, I am sure there is no problem playing, then if you lose, who is the responsibility?
Obviously my four teammates are too junk.
In the moba game, everyone has different game understandings. In the same situation, some people think that they should start a group, and some people think that they should develop heads.
Many times, these ideas do not have a clear right or wrong. If you want to develop, you feel that you are sending a group. If you want to start a group, you feel that it is a chronic death.
In this case, everyone feels that their own ideas are correct. Others are swearing, and it is easy to have disputes and embarrassment.
"Why don't you come? Come, we will win!"
"You are sending a group!"
This kind of quarrel can be seen everywhere.
Of course, this is similar in League of Legends, but League of Legends can rely on operations and awareness to establish economic advantages and complete a dozen of five strong arry.
Can not "the ancient catastrophe".
In order to give the novice players a clear goal, "The Holocaust" completely abandoned the most interesting elements of the moba game: the choice, and seriously weakened the positive feedback of the game itself.
Ordinary players have to do things too simple, only push the line, grab the wild monsters, play the map mechanism, and everything you do is meaningless.
You have cleared a wave of soldiers, no feeling.
You killed a hero, no bounty.
The team battle won, not killing you but your team, not feeling.
You can't feel the advantage brought by your own efforts, but because of the stupidity of teammates, everyone is all alone.
Therefore, after the players have a little understanding of the game "Antiquity Holocaust", everyone's self-feeling is very good, after losing, they began to frantically smash, smash, the game environment suddenly became very strange.
"The Ancient Holocaust" perfectly explains the principle of the barrel: you can't save the world if you play well, as long as you have a pen to lose you.
Under this kind of game mechanism, everyone can still have fun when they are in a new state, but once they grow up to be old players, they can't play at all, and even get out of the way.
In this case, it is not surprising that players suddenly start to lose a lot.
......
After finally reaching this conclusion, Jin Jieguang and the designers of "The Ancient Holocaust" are almost on the verge of collapse.
What exactly is going on?
Isn't this the advantage of "The Holocaust"? Are the players not very fond of it? How suddenly did it become a disadvantage?
change? How can this be changed?
All overturned and redone? Isn't this a nonsense?
And, even if you redo, how to do it? All according to the "League of Legends"? Isn't that a game of copying League of Legends?
Besides, according to this scale change, and then changed for two months, "League of Legends" has already completed the harvest of the entire market, and the daylilies are cold!
Lin Chaoxu was angry at the office, but there was no way. "The ancient catastrophe" itself was his project. Before the production, he also felt that this model was no problem. Now that there is a problem, all the shabu-shabu can not be said to Jin Jieguang.
However, the image and status of Jin Jieguang in the mind of Lin Chaoxu has plummeted.
Jin Jieguang himself is also very confused.
Is Chen Mo’s idea wrong?
Or, have you been fooled?
......
As the "Three Realms" and "The Ancient Holocaust" were quietly cool, the battle of this channel came to an earlier stage than everyone expected.
Although the emperor's mutual entertainment and fantasy game platform is still attracting users through various means, but under the erosion of "League of Legends", the dominance of these channels on the pc side has plummeted.
In early July, Chen Mo announced the latest data of "League of Legends". The number of active players in the game has exceeded 8 million, and it is attacking the "pc game with the largest number of players worldwide."
The number of new players in the three overseas servers, such as European clothing, American service and hanbok, has also maintained steady growth every day, and this game has continuously flowed into fresh blood.
In China, League of Legends has begun to dig the corners of these traditional mmorpg and fps games. On the major live platforms and video sites, the material on League of Legends has also become more and more.
After completing the unification of the moba game, "League of Legends" has established its absolute dominance in the moba field, and then it has launched an impact on the "Piano-level PC game."
Of course, this will be a very long process.
For Chen Mo, the most critical R&D and promotion period has been completed. Although the League of Legends has not yet been launched, it will soon be on the right track.
As long as we continue to launch new heroes and continue to create an e-sports atmosphere, the popularity of League of Legends will continue for at least 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 game media overseas have conducted in-depth coverage of the game "League of Legends", and the analysis of this new type of game has become a compulsory subject for global designers.
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