Game Development: I Built a Game Empire
Chapter 245
After chatting with some players in the experience store for a while, I ended up stabbing Yang Xin in the heart.
Chen Xu hummed a little tune and returned to the office on the second floor.
At this time, Jiang Bin, Qin Yi, Zhao Shan, Chen Qingzhu, and some Fengyun Games employees who joined later were also waiting for Chen Xu to hold a meeting.
During this period they were also discussing.
The topic of discussion was why Tenghua's"Heroic Field" was so popular.
Although Tenghua is still making repairs, such as various activities.
But basically, various game companies and designers in the industry have received relevant news from various channels.
《Liangliang in"Heroic Battlefield" seems to have become a destiny.
Because the loss of its popularity is not the fault of its operations.
If there is a problem with operations, correct it immediately and you may be able to save something.
But there is a problem with the game content, unless a major rectification of the entire game is carried out.
Otherwise, it is basically hopeless.
Normally it would be fine, you can just go back and rebuild it.
But the launch of"Hero Battlefield" is to compete with"League of Legends" for a market, and it is time to go back to the drawing board and reinvent it.
Basically, it’s a farewell to the battlefield stage of MOBA.
As for why"Hero Arena" is so cool, this topic is also widely discussed in the industry.
Including Fengyun Games, although Chen Xu is very clear, he is still prepared to provide some thinking guidance for his employees.
After all, he will still need a lot of help in future game development.
For example《GTA》《Red Dead Redemption, these top open world masterpieces.
Even with the memory potion and the system lottery, Chen Xu's current design level is already very high.
But he cannot do it alone, but requires an equally first-class team.
Therefore, from the time when Fengyun Games was established to recruit Zhao Shan, Chen Qingzhu, Qin Yi, and Jiang Bin, Chen Xu also trained them appropriately without affecting his own development plan.
"Mr. Chen is simply too strong! From the beginning, it was obvious that"Heroic Arena" was not a threat."In the office, Qin Yi said excitedly
"Nonsense, do you still need to talk about Mr. Chen’s abilities?"Chen Qingzhu rolled his eyes.
"However, I still haven’t figured out why"Hero Arena" suddenly became so popular. After all, the trend at the beginning was really good, and to be honest, when I first started playing, I did find it quite fun, but as I continued to play, It feels boring and boring to play."Jiang Bin, who was next to him, touched his chin and said
"Yes, yes, I have the same feeling."Zhao Shan also answered, saying that she felt the same way.
At this time, the door of the conference room was pushed open, and Chen Xu's voice came from
"Because you have progressed from novices to veterans, novice players of any game cannot remain novice players forever. For MOBA games, the most important thing is to grasp the experience of players at each stage."
Sitting at the top, Chen Xu put out a document he had prepared before as he spoke.
Then he looked at the thoughtful people and explained.
《"Heroic Battlefield" has set up experience sharing, equipment cancellation system, and last-ditch system. These are the main core points that earned it early praise from players.
Because it really lowers the threshold for getting started with the game.
Optimized an experience for players, making it easy to play and understand.
Of course, there are also disadvantages, that is, if there is no economic system and no last hit system, then killing or being killed in the game will be meaningless.
Therefore, the setting of the map mechanism was introduced to determine a clear direction in the middle of the game and guide players to fight for it.
And this belongs to an upper level content.
Novice players do not need to be discouraged by the economic system or the last-hit system, and the learning cost is greatly reduced.
The upper-level content competes for map resources and allows players to cooperate in team play. This is the core design of"Heroic Battlefield".
Is it actually fun?
It's really fun.
10 players who know how to play and have similar levels will have a very good experience, especially in various cooperative group fights.
But the key is that it’s too idealistic!
This is also a mistake Blizzard made in the previous life.
The player journey of a game is basically divided into three levels.
Beginners, hardcore players, experts.
A novice refers to someone who doesn’t understand anything, a hardcore player refers to someone who knows some things and some things they still don’t understand, and an expert refers to someone who knows how to play the game.
Take League of Legends as an example.
Hardcore players refer to players in the gold and silver stages.
They know how to play a hero and how to dress up.
You can take a closer look at the overall situation, such as when to take the dragon, the vanguard, and the time to invade the wild area.
Which lane to help? When their lineup is strong, they must find ways to force the team or lead the lane.
This is part of the master's advancement.
There are even some players who understand and operate a single hero.
In fact, it already belongs to the king level.
But without this overall view, we can only go up and down on the Diamond Master.
But in the actual experience of"League of Legends", these players can also CARRY the whole game on their own.
Even if you lack this kind of overall view, you can still lead the team to victory by forcefully defeating the enemy who is facing you in terms of operation.
It can be said that all content in"League of Legends" is designed around positive feedback.
The sound effects of getting gold coins when you overpower your opponents online, lead your team to CARRY to victory, or use tactics to win the game, or even farm troops.
These are strong positive feedbacks.
For a game, the segmentation trend of its players is basically hardcore players > novices > experts.
But in"Hero Arena", it can be said that all the positive feedback of"League of Legends" has turned into negative feedback under its game mechanism.
This is its most criticized existence.
There is no feeling when killing a hero, because killing the opponent once will have little impact on the situation of the battle, and there is no way for him to snowball.
Clearing the soldiers doesn't feel it, because the soldiers are just like the grass in the lawn mowing game.
There is no way to experience the existence of your own CARRY, because teamwork is more important.
4V5 is unbeatable in 90% of cases.
The comparison is not about whose family has more masters, but whose family has more fools.
It can be said that in the most critical layer of"Hero Arena", which is also the backbone of MOBA games, the experience is not good at all, and even has the opposite effect.
This has also resulted in"Hero Arena" being widely praised among players who are new to the game.
Experts who know how to play"Hero Arena" also like this kind of team competition.
But for most players who are better than novices but not really experts, all they get in this game is endless negative feedback.
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