Even though many players enjoyed it, Chen Mo knew that the overall gameplay of COG was full of loopholes, and it was still far from being a qualified MOBA game.
In the eyes of ordinary players, this map was very interesting and different from any other game on the market.
All heroes had different positions and could cooperate closely.
They only needed to control one hero, which was more friendly to new players.
The pace was relatively fast, with a maximum of 40 minutes per game.
It took into account team cooperation and individual heroism.
Of course, it was hard for the players to sense the huge potential behind this game. They only had a vague feeling that this game was very fun.
However, this was not the case for Chen Zhao.
After seeing DOTA and LOL in his previous life, the two MOBA games that were extremely well-developed yet had completely different characteristics, the current COG was like a sieve in Chen Mo’s eyes, full of holes and loopholes.
There was no clear position in the hero design, and the balance was extremely poor.
The map layout was unreasonable, and the jungle was narrow and long, which made it easy to GANK in the lane.
The positive motivation for the players was seriously insufficient, and there were no special rewards or sound effects for killing or killing more.
The cost of learning was very high.
The equipment system was loose and did not form a system.
His mechanics were still similar to those of an RTS game, and he was extremely unfriendly to players with poor gaming skills.
The snowball effect was too obvious, and there was very little to turn over.
The players were having a great time now, only because game such as COG had just appeared. Everyone was a noob, and they were happy when they won, but they didn’t feel as frustrated when they lost.
In such an environment where rookies pecked at each other, the fun of COG was infinitely magnified, so it looked very beautiful.
However, what would happen if the players improved their skills, had a deeper understanding of the game, and developed more strategies?
Players needed a ruler to measure their own level, so the stairway to heaven was born. What would happen when everyone played the game for the sake of winning and a large group of players with a deep understanding of the game and good operation skills gathered on the stairway?
Then the flaw of COG would be infinitely magnified.
The dark Ranger’s winning rate is too high. She’s too strong. Let’s weaken the blood mage!
Perhaps people would say that the number of monsters in your jungle was too unreasonable, that your jungle was too small, that you were too tired from playing the game, and that you had too little inventory …
Every imperfect little setting would become a crack in the dam, and eventually cause the game to collapse.
This was also the reason why Chen Mo didn’t bring out MOBA games from the start.
The balancing of the numbers was too important, it could even be said to determine the life of a MOBA game. If Chen Mo released an imperfect MOBA game, it would be the same as giving the advanced concept to other video game designers. In the end, the other companies would come up with a better MOBA game, and Chen Mo would lose all his money.
This was something Chen Zhao could not tolerate.
However, at this stage, Chen Mo finally had the ability to bring MOBA games into the world.
Chen Mo had already set a development plan, but with so many things coming together, the development of the game was even more urgent.
After Emperor dynasty entertainment and fantasy gaming platform teamed up, almost all the distributors in the country teamed up to attack Chen Mo’s Thunderbolt gaming platform.
In other countries, there were also games with MOBA elements, and they had already formed a partnership with the GA. He believed that they would soon release a more complete version of MOBA games.
To Chen Mo, he had to create a game that could dominate the entire Chinese market, only then could he destroy the distribution channel that Emperor dynasty and divine fantasy had set up, and only then could he keep the money tree of MOBA in his hands.
In Chen Mo’s previous life, DOTA and LOL were the two most popular MOBA games, and had basically explored the game genre to the extreme. However, these two games ended up on completely different paths.
DOTA was balanced to the extreme, and almost every champion had their own place to be used. There were all sorts of tactics, and the competitive nature of the game was top-notch.
However, due to the difficulty of getting started, the style of the game, and historical reasons, DOTA had not been able to expand and harvest the MOBA market on a large scale even though it was the first to appear.
As for LOL, it was a different path.
By changing the art style, simplifying the operations, and fixing the routine, LOL had greatly reduced the difficulty of MOBA games, allowing it to be popularized to many people who didn’t play DOTA before. Under the stacking of various objective factors, it had completed the harvest of the MOBA market, becoming the most popular game in the world.
However, this also brought about other problems, such as fixed routines, poor balance, low operating limits (relatively speaking), and so on.
Every time LOL was updated, there would be some unpopular and popular heroes. Although some heroes could be developed, there were still a large number of heroes who could only sit on the bench and not participate in the high-end games and professional competitions.
In that case, could he make a perfect MOBA game with the advantages of the two?
It was basically impossible.
Obviously, these two games could see each other’s strengths and weaknesses, and they both tried to make some changes in their own direction. However, they had already embarked on two completely different paths.
In order to simplify the operations and expand the user base, it was necessary to lower the upper limit of the game’s operations and even destroy some balance. One could not have both the fish and the bear’s paw.
These two games were MOBA games that had been developed to the extreme. DOTA was like go. There were many variations, but it was difficult to get started and had a relatively small audience. LOL was like Chinese Chess, the rules were clear, the number of players was high, but the strategies were fixed.
To Chen Mo, DOTA was great, but he had to expand his player base as much as possible, and fight for the player base with the local distributors that had already joined forces. He had to stabilize his player base with an earth-shattering game.
At the same time, he wanted to use this game to monopolize the MOBA game market to the greatest extent, and destroy any games that tried to imitate or catch up to him.
Overall, LOL was more suitable for Chen Mo’s current needs.
Of course, another important reason was that Chen Mo didn’t know how to play DOTA in his previous life.
Even after using memory playback potions to recall some of the hero’s skills, Chen Mo still found it difficult to perfectly recreate DOTA.
As for League of Legends, Chen Mo definitely wouldn’t use it the same way, since he was already very good at numerics.
In Chen Mo’s previous life, League of Legends had been constantly changing and improving over the years, so Chen Mo didn’t stick to the obviously outdated design concepts.
While Emperor dynasty entertainment and fantasy gaming platform were working together to prove their marketing capabilities, Chen Mo was also planning to teach them a lesson with the most popular game.