At this point, although the name "PlayerUnknown's Battlegrounds" has not been mentioned yet, he has already had an epiphany.

High-luck, low-skill games have proven their feasibility in a large number of casual games, such as Monopoly and Match Game.

Low-luck, high-skill games include the earlier "Counter-Terrorist Force" and the strategy game "Super Three Kingdoms", as well as the new king "CSGO".

Most video games find a balance between the above two categories, weighing more or less randomness.

For example, when CSGO presses the gun, except for the first few bullets, the ballistics will be randomly distributed within certain variables.

For example, the concept of "critical hit" in "Super Three Kingdoms".

As for low-tech and low-skill games, they have been basically eliminated in the electronic game industry because they are completely unplayable.

But what about video games with high luck and high skill, and multiplayer competition as the core?

No!

In other words, not a month ago.

If I have to say it, mahjong and poker are played on the computer.

But now there is one.

That is "PlayerUnknown's Battlegrounds", which was designed and developed by Lin Mo on stage.

However, is this kind of game design that involves core competitiveness actually discussed in this way?

It seemed to confirm his thoughts.

Lin Mo on the stage said: "From a designer's point of view, high-tech and high-luck games are very unreasonable in the design level of competitive games."

"It's not enough to have superb skills, you also have to have great luck to win. This will lead to a situation where both ends are unhappy."

"Casual players are too lazy to improve their skills. If hard-core players improve their skills, they will lose to luck. Why should they improve their skills?"

"This blind spot in design has become one of the core design elements of PlayerUnknown's Battlegrounds."

"Please note that this is a competitive multiplayer game."

Speaking of changes in the PPT, there is an icon of PlayerUnknown's Battlegrounds in the quadrant of high technology and high luck.

At this time, someone in the audience raised his hand to ask a question. After getting permission, he asked: "Excuse me, is CSGO's profit model also taking advantage of the desire for luck to bring high returns engraved in human genes?"

I mean, of course, unboxing.

Lin Mo nodded and admitted generously: "Yes."

No one laughed, but nodded thoughtfully.

The lecture continues.

“Let’s talk about PlayerUnknown’s Battlegrounds next.”

Everyone knows that chicken-eating games will become the next trend, and everyone thinks that the following explanation will only be superficial.

But I didn't expect that Lin Mo's explanation really took the game apart and explained it badly.

Even when faced with some questions that pointed directly at key points, he did not hide his secrets.

A famous designer in China who was attending the class kept writing something that only they could understand with the pen in their hand.

How to cycle positive feedback, how to eliminate negative feedback, which designs can improve players' enjoyment without affecting balance, which designs can greatly improve the gaming experience of casual players, and which designs that look beautiful but actually have deep pits.

As the explanation progressed, some people began to have no time to take notes because the amount of information was getting larger and larger.

They can no longer fully understand some design concepts.

By the end of the lecture, almost everyone was confused.

They all suspected that they were missing half of their brains.

After analyzing the specific game mechanisms one by one, and explaining how to eliminate the negative feedback caused by randomness.

“So, a key point in the design of this type of game is to allow players to find an operating space where technology can be used to make up for the resource differences caused by luck.

Luck can provide the opportunity for the weak to defeat the strong, but on average in each game, the players who achieve good results must be those players with good skills.

Some less skilled players can rely on luck to achieve occasional victory, but it cannot be the norm.

In this way, there is room for technical players to gain a gaming experience while also providing addictive random gameplay. "

After finishing speaking, Lin Mo on the stage let out a long breath and looked at the audience with some surprise.

All was quiet.

Zhou Wei took a deep breath with a complicated look on his face. It seemed that he had not lost unfairly.

When you encounter such an opponent, you can't win no matter what, and you won't be able to accept it.

The design concept of the game has surpassed the industry by more than one level, and it has the meaning of dimensionality reduction.

Even if the game box can withstand this year, there will be no next year.

Moreover, he seems to be really following through on that slogan - cleaning up the gaming industry.

Not only does it make progress with its peers, it also spreads more advanced design concepts to drive the progress of the industry.

Are there really idealists in this industry that smells like copper?

Although they are rivals and life-and-death enemies in the shopping mall, if there is a chance, they will kill each other without hesitation.

But as a fellow player in the game industry, he couldn't help but take the lead in applauding for this concept.

The next moment, other game designers in the venue reacted.

The applause thundered and lasted for a long time.

Some designers from the same company are already whispering to each other, and it can be seen that they have a lot of inspiration.

The speech is over.

Lin Mo let out a sigh of relief. He was still a little tired from talking so many words at once.

After walking off the stage, I planned to take a break and listen to other people's lectures.

There will be a lecture on game difficulty design later, which you still need to listen to.

Before coming, someone inside Naughty Cat was worried that speaking out the design concept openly would create an extremely powerful competitor?

Lin Mo didn't think it mattered. If "PlayerUnknown's Battlegrounds" was placed there, many things would be analyzed sooner or later.

It's just a matter of morning and evening.

If this lecture alone could create a powerful opponent, then making a game would be too easy.

The game is very complex. If it affects the whole body, an operational accident or a small detail may destroy the product that the production team has spent several years and a huge cost of time and money to create.

Lin Mo took a look at the completion of the task.

It has been half a year since the release of the first Resident Evil, and a year since the founding of Naughty Cat.

The completion rate of the task of making the Origin platform the largest and most popular game platform has reached 65%, and the influence of PlayerUnknown's Battlegrounds is still increasing.

It will not be difficult to complete the task before the deadline next year.

In the Mid-Autumn Festival and National Day special offer, in order to complete the task as soon as possible, the entire series of biochemical series has received a lot of discounts.

Resident Evil 2 and 4 are priced at 239 yuan. Resident Evil 3 will be put on sale again after the gift ends. The original price is 128 yuan, with a discount of 59 yuan.

The biochemical series collection includes three games 2, 3, and 4 for only 499 yuan.

The effect of the discount was immediate, and the sales volume of the entire series has reached 24.99 million copies.

When I went on stage to give a speech, a system prompt popped up in front of me.

When I came down and took a look, it was indeed a sign that the mission was completed.

[Long-term mission: Create a survival horror game series with a total sales volume of more than 25 million 2500/2500 (unit: 10,000 copies)]

Congratulations to the host!

Mission accomplished!

Mission reward: Concept Amplifier - Horror, 4 remaining uses

What the hell is this?

Read the instructions carefully.

To put it simply, it is to amplify the concept of "horror" in something and make the elements of horror more scary.

Thinking about it this way, I immediately had some usage targets, such as movies, novels, games, short videos, images, etc.

If used for games

Immediately, many possible projects come to mind.

Another thought, this thing seems not to be used on people?

"System, can this thing be used by others?"

I asked in my heart, and a line of words appeared in front of me.

System: It allows people to have an alternative concept of horror experience without affecting their health and life safety.

When he said this, Lin Mo immediately thought of two liars who were worthy of using system props.

It seems, not impossible.

I am a tinkerer here, and you two liars are doing damage here?

I'm really sorry for not letting you experience it. You two are dead liars.

Thinking about it, he did not hesitate to use the two opportunities to target Edward and Aisen, the two fraudsters.

After completing the operation, the remaining count of the concept amplifier is 2.

At the same time, as seamlessly as before, a new task popped up.

【New task! 】

【Task 2】

Limited Time Mission: Classics are not outdated! Use advanced game concepts and technologies to reinterpret the declining game genre, and release mission rewards with the highest honors achieved

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