Chen Mo stepped down and sat back in his seat.
Zhang Xiaokong frowned slightly and whispered: "Chen Mo, have you talked too much? You have all said the main points of the success of "Watching Pioneer", not afraid of being copied?"
Chen Mo smiled and said: "It doesn't matter. I have confidence in Watching Pioneer. Besides, this is a communication meeting. There are correct opinions and wrong opinions. Everyone is making progress in communication."
Zhang Xiaokong still feels a little wrong, but after all, Chen Mo wants to talk about what is his own private affairs, so Zhang Xiaokong did not ask again.
Chen Mo is a bit helpless. I have specifically adjusted the effective range and reduced the indie game designers in the back row. Why do you seem to be fooled by me?
Is it that my current level has reached the level of people who can easily sneak out without the need for props?
......
Chen Mo’s remarks were half-truth.
The correct option can be ruled out by the exclusion method, but it is also possible that after the exclusion, the road will not work.
The road described by Chen Mo, which is the path taken by Watching the Pioneer, is such a road that actually does not work.
The so-called "nowhere to go" is not to say that it will fail, but that it is impossible to achieve the extent that moba games are popular around the world.
Although Blizzard made some mistakes in the process of making and promoting "Watching Pioneer", but for others? It is also impossible to do the "fps with skills" idea.
The success of Watching Pioneer is inseparable from the excellent character setting, story background and cultural connotation, which are exactly the strengths of Blizzard.
If other companies want to copy "Watching Pioneer"? In terms of cultural connotation, it is simply not up to the level of Watching Pioneer. Therefore, Chen Mo is not worried about being copied at all, because this type of game does not do well for anyone to do it.
There are indeed many problems in "Watching Pioneer". Chen Mo is clear in his heart, but these problems cannot be solved from the current design concept.
"Watching Pioneer" wants to be a perfect competitive game. The core problem that needs to be solved is the balance/tactical richness. These two points are actually the same problem.
The specific performance is: slow update, less content, easy to play, rigid lineup, poor fish pond experience and so on. These are all derived from the same problem.
Under the existing game mechanics of Watchman, the hero lineup is most preferred, or approximately optimal.
The so-called balance is not to say that both sides can take the same lineup even if it is balanced, otherwise what do the moba games do? Directly everyone blindly choose the version of the strongest hero, can't you just do it?
In the "cart/occupation" mode of "Watching Pioneer", some team-type heroes become indispensable, and in 6v6, the lineup changes are directly locked, so that the hero and the hero squeeze each other's playing space. .
The reason why the combination of the 76 and the rebuilding empire is different is because their output stability and output capacity are not in the same grade.
So, can you quickly produce multiple heroes through the amount of paving, and do the balance well?
almost impossible. It's okay to get out of the hero quickly, but the more the hero is out, the harder it is to balance, which is much harder than the moba game.
This is mainly because of the gameplay system of Watching Pioneer. In the moba game, there is a rich map mechanism and growth, so the character heroes such as the pre-hero/late hero/score hero are allowed to exist, and a late hero is invincible in the early stage. The players also have a way to target him, so Not a problem.
However, there is no economic system in "Watching Pioneer", and there is no map mechanism that can enhance the combat power. Without any growth of the hero, it is impossible to make the difference between the early hero and the late hero.
In this case, some feature heroes are unlikely to appear, and even if they do, the players will not play. Therefore, due to the game mode, this balance is difficult to do.
As long as the output capacity of a is 1% stronger than b, players will choose a instead of b.
In the limited lineup of 6v6, players will carefully select six heroes who can combine to play the strongest team, such as Sledgehammer, Maomei, dva, 76, Anna, DJ, etc. When you attack the hero, you are traversing it.
You source, hunting want to cut Anna? The backhand hypnotic needles, the bottle, and the shield of the hairy sister give you a clear understanding.
With such a lineup, what mobility is needed? What source, hunting, black lily, semi-hidden, what is the use of climbing walls? What is the use of perspective?
Therefore, no matter how many new heroes and how many new heroes are made, professional players/players can always find the best six best combat options. The problem of rigid lineup is almost unsolvable.
It is because "Watching Pioneer" did not do any growth system and economic system.
Of course, it is not necessarily the right to grow the system and the economic system, because this is an fps game, fighting all the time, and there is no option to steal the stable development of the tower. Once the snowball is allowed, the inferior will not be always Rolling to death without any help, causing the game to lose suspense too early?
No one knows before they make it, but it is clear that solving a problem will induce a new problem. In the past life of Chen Mo, Blizzard did not perfect the "Watching Pioneer", and no company can play this kind of game. The pattern is perfect.
This is a dead end that looks "beautiful".
Therefore, Chen Mo chose another different road, so that "Watching Pioneer" has become a game of partial entertainment. Try to avoid over-exploitation of game content in competitive games.
Turning "Watching Pioneer" into a competitive game that is popular in the world is an impossible task in itself. Obviously, Chen Mo will not say this.
He was amazed that the designers of the big companies all copied the "Watching Pioneer" and eventually fell to the ground.
......
This year's lectures and exchanges seemed a bit boring, because the limelight was robbed by Chen Mo.
Many people are discussing the success of League of Legends and Watching Pioneer, and have speculated whether this will represent a certain direction of development in the future.
Obviously, these two games can be regarded as phenomenal games. The League of Legends is also very strong overseas, not only limited to the domestic; although "Watching Pioneer" has not been officially promoted overseas, but from the game In terms of its own characteristics, it will certainly be popular overseas.
Look at other games? That is to say, "Sheng Tang" and "Three Realms" have a little bit of power, but in terms of topicality and the popularity of players, it is still far worse.
Many designers are speculating that this award ceremony, is Chen Mo to seal God?