Game Entertainment Empire

Chapter 537: Deliberately Unbalanced

In the second week of "League of Legends" opening qualifying match, NetDragon and Phoenix Games' "Dragon and Phoenix Heroes" also released the latest news, opening the qualifying mode, and bringing more new maps and new games. hero.

In the Xingyun game, Yang Chen also learned about the opponent's update strategy.

After reading the update log on the other party's official website, Yang Chen shook his head and didn't pay too much attention.

For "League of Legends", including "dota", which will be developed soon, this game is no longer very competitive.

If you want to say that he is not a good game, it is not.

The development capabilities of NetDragon and Phoenix games are worthy of recognition, otherwise they would not have the status they are today.

The key lies in the wrong positioning of the game group and type. It seems that the flatness optimizes the threshold for getting started, but in fact it makes the victory or defeat more consider the cooperation of the players, rather than the individual ability.

For ordinary players who are just getting started, "Dragon and Phoenix Heroes" is definitely a good game, if you don't get bullied, just play it.

"Dragon and Phoenix Heroes" is still a good game for high-end players who pursue a truly fair and stimulating teamwork. It pays attention to the control of resources on the map and the operation of the team to compete for resources.

But for most ordinary players, it is obvious that "Dragon and Phoenix Heroes" is not a qualified game.

There is a difference between team and individual heroism, and there is no doubt that "Dragon and Phoenix Heroes" pursues the latter.

Although "League of Legends" is also a team game, it also focuses on individual heroism. Just like the content of the characteristic society's attention theory, the rich first drives the wealth and then gradually achieves common prosperity. In games such as "League of Legends", The inside is obviously a good interpretation of this point.

In the early stage, if you gained weight and knocked out the opponent, then you can help your teammates build an advantage, and then expand the entire advantage to the team's victory.

This is personal heroism.

Including "dota", which seems to be more complex and more biased towards team tactics, in fact, he emphasizes individual heroism more than "League of Legends".

Because of the characteristics of equipment and hero skills, unless the equipment is really crushed, it is basically impossible for "League of Legends" to have a 1v5 situation.

But "dota" is different, even if all four teammates collapse,

As long as my eldest brother is still the best financially, or the eldest brother is stable enough, there is hope for a comeback.

And this seemingly unteam setting allows every player to enjoy the sense of substitution.

The elder brother who has not died once and is well developed is the hope of the whole village when the situation on his own side collapses.

The teammates who have already been defeated want to drag the situation, delay the development of the eldest brother, and fight with their backs.

In this case, everyone has their own unique role, such as leading the line to involve the opponent's troops.

However, the setting of "Dragon and Phoenix Heroes" is biased towards the team mode, which is doomed, that is, it doesn't feel too much.

Sitting in the conference room, Yang Chen and his team used the engine to make a simple 3D test deo, mainly to test the effect of hero skills in "Overwatch" and the values ​​in it.

"Mr. Yang, isn't this a little unbalanced?" Wang Ye looked at Yang Chen in the conference room and asked a little strangely.

It seems that all heroes are a little bit inclined to attack. Shouldn't it be the triangle structure system output by the tank nurse?

But why do tanks, healers, and some seemingly supportive heroes also have strong offensive capabilities?

For example, the e of the sledgehammer can do 120 points of damage by scratching, sprinting into the wall can hit 350 points of blood, and the normal attack has 80 points of damage; and the monk's six-star Lianzhu has a very short charge time, which can be combined with the damage reduction of the e skill. Even without a headshot on the pig, there is 450 damage. If this is crispy, isn't it a set of seconds?

And Lucio has a total of two modes, HP mode and acceleration mode, acceleration mode can not only increase the movement speed of teammates, but also provide their own attack speed?

Of course, compared with pure output heroes, the damage of these auxiliary heroes is still not that high, but what Yang Chen wants is not to directly allow auxiliary heroes to replace output heroes.

It is more about giving support players a possibility, not the kind that is targeted by the output hero, just lie down and die obediently, or need the opponent to raise a hand.

For example, under normal circumstances, if an angel is stuck in the face of Genji or Winston, unless the opponent can't bear to look directly, it is basically a dead end.

And what Yang Chen wanted was to let the assistants have some self-protection and resistance abilities, and at the same time weaken their auxiliary abilities a bit, making them more offensive.

"It's not so balanced on purpose." Hearing Wang Ye's words, Yang Chen couldn't help but smile.

When developing "Overwatch", Yang Chen had already determined the game design concept. This is a game that is biased towards leisure and entertainment, rather than a competitive game.

It is impossible for any game to be balanced, and it is impossible for everyone to feel happy, especially games where people fight against people.

Even Nintendo, which has always advocated family-style games in Dream Memory, has its "Splatoon", "Nintendo Smash Bros" and "Mario Kart" games against players.

In fact, there will be elements of unhappiness, and the most important thing is to experience the loser.

Even in order to harmonize this element, the game has adopted many methods to avoid it. For example, "Splatoon" does not judge the outcome by the number of kills, but by the size of the area covered.

Super Smash Bros. is not judged by killing the opponent, but by knocking the opponent off the map.

But the pursuit of victory is human instinct, and the taste of failure is inevitable.

So what the game manufacturers can do is how to minimize the discomfort of the losers as much as possible.

The answer given by Yang Chen is to increase the entertainment effect of the game, such as the battle carnival, random heroes in "Overwatch", and the mutual selection of heroes for opponents to choose. In addition, there are some other follow-up modes.

But even so, Yang Chen believes that without the competitive mode, after the players understand the game's routines, the regular mode is the self-selected matching mode, and the players will also have a regular lineup in order to win When it comes to the victory of the game, even if there is no such setting as the ranking rank, the game environment will be better, but there will definitely be one, Yang Chen is sure.

Because just like a line of dva, the purpose of playing games is to win. For most players, the pursuit of victory is the achievement they enjoy the most.

For the random hero mode, there are various other entertainment modes. Even if the player loses, unless they lose several games in a row, it is difficult to produce frustrated feedback, because the preconceived player already has a concept, that is, this is entertainment. play.

It is inevitable to get negative feedback when you lose, but there is another worse part, that is, playing tanks and supports, this kind of can't be happy, and the negative feedback of players who specialize in general heroes is definitely more explosive.

Players who play output experience the feeling of killing the enemy, at least they are happy.

As for support players and tank players, taking damage and being crazy, but losing the game in the end, it is simply a disaster game experience.

There is no process and no result.

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