Game Entertainment Empire
Chapter 1042 Design Concept
In Yang Chen's opinion, the time card charging model is the most suitable.
On the one hand, the original "World of Warcraft" game is purely suitable for point card charging.
PVP and PVE can be said to be the two most important gameplay elements of "World of Warcraft".
Needless to say about PVP, the point card mode does not have a so-called buff item system, which has a relatively fair environment for players.
In terms of PVE, simply speaking, it is the raid, the cooperation of the team, the understanding of the dungeon, and the final successful clearance, including the glory of the first kill in the game, these are the rewards that bring players a sense of accomplishment and glory in the game.
Not only attributes, but also the appearance of suits, and rare mounts.
Imagine if the player has been in the game for a long time, and finally broke out the invincible mount that he has always dreamed of in Alsace, and then when he is about to ride the invincible bike to the main city to show off.
A player riding a black dragon came from the east, and a player riding a frost dragon came from the west. At this time, do you still have the joy of bursting into invincibility?
It's almost like beeping a dog.
Although those mounts are all appearance mounts sold in the mall, in fact your invincibility attribute is still better, but at this time you probably won't have the feeling of excitement before.
Because for "World of Warcraft", whether it is the PVP suit exchanged for honor in the game, or the various professional suits produced by PVE, it can be said that it is a kind of honor and incentive for players.
Of course, although the game uses point card fees, there are other ways of income, and that is the official gold coin platform transaction.
Similar to the market system in the previous steam.
The trading of game items and equipment can be said to be basically impossible.
It is better to be sparse than to be blocked.
As for professional gold diggers, as long as they do not use third-party programs but play within the rules of the game, what is the difference between them and normal players?
It's just that he spent the time of other players' normal experience of the game content on the boring gold mining journey.
As for players who use third-party programs, they first need to have technology that can fool the Nebula game technical team, and secondly, all transactions on the official platform need to deposit gold coins and items. This time is actually the detection stage of the secondary data anomaly.
If an abnormality is detected, the data will naturally be rolled back, and account-related warnings and penalties will be given.
As for offline transactions, there must be such a situation, but that basically violates the rules of the game. The data that should be reverted should be reverted, and the account that should be punished should be punished.
………………………
When Yang Chen was studying the profit setting in "World of Warcraft" with several internal operation teams of Nebula Games.
Lin Jiayi was not idle either, and had already formed the development team for "World of Warcraft".
As for the follow-up project of Immortal Sword, Lin Jiayi still didn't get it.
According to Lin Jiayi, the follow-up content of Immortal Sword itself is basically not difficult to develop.
To give newcomers more space, Lin Jiayi is only in the position of producer, responsible for controlling the direction of the game like Yang Chen before, and does not participate in direct development.
In terms of art, there is basically no big problem.
Because of the foundation of "Warcraft", the story about "World of Warcraft" is basically the plot after the Frozen Throne.
For example, the art materials such as the main city and race in the game have a predetermined style, and some ready-made materials basically only need to be changed on the original basis.
On the contrary, art is not much to worry about.
The real trouble is the design of the game content.
For example, fighters, mages, thieves, and warlocks, the skill design of these occupations, the design of talent trees, and the design of equipment, as well as the design of various attributes of characters.
The content above these values is the most critical.
Once a character's skills are not well designed, there may be a serious crisis for the entire game.
For example, the most famous "Fallen Blood" incident in "World of Warcraft" in dream memory was caused by a BUG in the skill design of the BOSS.
Moreover, "World of Warcraft" itself is a game that pays great attention to the PVP gameplay. The faction settings of tribes and alliances, and the PVP game experience brought by it can be said to be one of the most quintessential contents of the entire game.
PVP in the field, PVP in the arena, PVP in the battlefield, as well as the characteristics and restraints of each profession, as well as the room for players to operate.
For "World of Warcraft", it is very important, and while paying attention to PVP, it is also necessary to take into account the performance of skills in the game PVE.
For example, the design of the dungeon level, as well as the setting of the life occupation of casual players, Yang Chen also took these things into consideration.
Just talking about the gameplay of "World of Warcraft", it can be said that it is perfect in MMORPG.
But it's not without flaws, and Yang Chen also tried to refer to some other MMORPG features.
For example, the MMORPG named "Final Fantasy 14" in Dream Memory.
Every version update can bring AFK players back to the story of Final Fantasy, so that casual players don’t have to clock in like work every day. They must persist every day to keep up with the progress of the game. If you want to, just come and take a look at the world. , this is the design concept of Yoshida Naoki who brought "Final Fantasy 14" back to life.
Different gamers have different gameplay modes, and Yang Chen hopes to do the same in "World of Warcraft".
Rather than talking about this game, if you don't log in to complete the task every day, and you don't go online and offline on time to clear the CD every week, the resources you harvest in the game will not be enough for you to keep up with the rhythm of the version.
This kind of setting that forces players to spend time in the game can be said to be a counterproductive effect in Yang Chen's view.
The original setting of this mode is just to allow players to stay in the game for a longer time.
It may be to increase the income of the game, for games that charge for time; it may also increase the activity of the game.
But for players, this kind of setting is actually a very painful setting. It’s like clocking in at work. I’m afraid that if I don’t go online one day, I’ll miss the benefits brought by tasks or dungeons, so I won’t be able to keep up with the version.
And once missed, for the player, it is likely to be a forced abandonment.
If you want to play, you can feel the fun of the liver guy in the game. If you don’t want to play AFK occasionally for a while, because of the appearance of a certain version or a new copy, you will be interested in opening the game again and entering the familiar world. You can still play through some simple content. Experience the plot of the game and the fun of the copy.
Yang Chen felt that the design concept like Yoshida Naoki in the memory of the dream is more suitable for the concept of MMORPG games.
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