Whether it is PVE or PVP content, when everyone will not play, more attention will be paid to the fun of the game itself.
But when you understand the routine, more will focus on the outcome or efficiency resources.
For example, a copy game of PVE, when everyone didn't understand it at the beginning, they often happily explored everything in it, at the same time, they can choose any profession, and they are also very happy to play.
But when everyone understands the routines, players will pay more attention to the efficiency, and then derive the sewer profession, or play a copy of the game as if they were on the battlefield, and each position has a strict allocation.
From the fun of the game itself to the embodiment of the numerical value and other aspects.
The same is true for games in the PVP mode. For example, some heroes and specific professions fight against PVP. When they are not played at the beginning, they can be played in various professions, and various heroes and weapons can be used.
Understand the relevant routines, each version will have some disadvantaged occupations. At this time, some people have chosen those occupations, and they may start to infight before they even play inside the team, blaming that person for choosing this weak occupation.
The relationship between victory and defeat has become the main theme of the fun of the game.
Although not necessarily applicable to all, it also covers 18% or even more games.
Including the most profitable "Biochemical Survival" of Nebulas games, this phenomenon also exists.
So most of the games that continue to operate, especially the multiplayer mode, the main PVE will often set up a variety of suits, so that players need to repeatedly copy the monster, and finally brush out the so-called graduation suit.
The PVP model is to launch the celestial body system, kill the enemy and kill assists, digitize personal performance, and strengthen the feedback brought by the relationship between victory and defeat.
Some games can often be seen in the game circle, and the early performance was very good, but after a period of operation, the popularity suddenly dropped, even cool.
Because in the early days, when a large number of mild and follow-up players flooded in, no one would play, and everything was full of novelty and fun.
But after the game, most players feel so tired of leaving the pit, leaving only the players whose core really likes this gameplay.
However, in the multiplayer mode in "Metal Gear Solid: Phantom Pain", ordinary players don't feel much, but after entering the game for a detailed experience, all people in the game industry feel strange.
The online mode of "Metal Gear Solid: Phantom Pain" gives them a feeling of taste like chicken ribs.
Its main focus is on PVP mode, including infiltration and defense mode, and base invasion mode. Players can invade other people's base to plunder resources. At the same time, the other party must have high-tech weapons such as nuclear weapons to effectively prevent invasion and protection. Own resources.
These elements look interesting, but they are just a feeling at first. This mode is similar to the online mode of "The Elder Scrolls: Skyrim", but it has a lot less taste, because "Metal Gear: Phantom Pain" The world map is not as rich as The Elder Scrolls: Skyrim.
"Nebula Games didn't focus on online mode at all."
After a simple two-hour trial play, combined with his own feelings and the feelings of other employees in the work group after evaluation, Yao Cheng sat on the computer and gave an evaluation.
Of course, this is not to say that this online model is boring, but it is more general. If it is done by an ordinary game manufacturer, it is basically above the qualified line.
But it’s the Nebula game that made this game mode. Think about the multiplayer part of their "Biochemical Survival" and "The Elder Scrolls: Skyrim". Obviously this part of "Metal Gear Solid: Phantom Pain" will be too mediocre. Too.
At the same time, in connection with other aspects, such as Nebula Games did not invest much publicity resources in this online model in the early stage, but Yang Chen and the official website of the official blog to promote it, this is a 3A masterpiece and is still almost all major domestic and foreign Media scores are perfect, and in terms of games that will be released soon, this is a bit unreasonable.
Therefore, there is only one final truth!
Turning off the games on the computer, Yao Cheng smiled through everything.
The truth is that Nebula games simply don't pay attention to the online mode of Metal Gear Solid: Phantom Pain.
It is estimated that I want to take advantage of the hottest days to add new content.
Otherwise, after the heat is cooled, relying on such an online mode, it is difficult to revive the heat and may even have a counter-productive effect.
Now, as a game that has just been released, even if the online mode does not make players feel amazing, it is enough.
In front of the computer, Yao Cheng slightly curled the corner of his mouth.
Absolutely! Otherwise, would he cut off his head?
On April 26th, the interstellar storm represented by Jiasheng officially began its pre-warning publicity. It has to be said that Jiasheng can be said to be a **** source. Apart from the three major channels, some other domestic second-rate channels have also been praised. Sheng is used, and as a ally, Huaxia UEgame is also a wealthy group.
It seems that there was a style of "Epic Continent" before, but the reputation of "Interstellar" is much worse overseas than "Epic Continent", and its game producers also have many gaps compared with Steven.
But under the huge propaganda, UU read books. uukanshu.com It seems that "Interstellar" has become an explosive game in May.
During the period, although the three major parties also invested a lot of resources to promote the "Metal Gear: Phantom Pain" of the Nebula game, after all, it is nearly one month after the release, and global sales have also exceeded 10 million, but the online model is not like " "Biochemical Survival" is so amazing, and most people already know the story of "Metal Gear Solid: Phantom Pain", even if it is clearly publicized, there is no way to compete with "Interstellar Storm".
In the face of the fierce coming of Jiasheng's "Interstellar Storm", the three major internals are also intensively discussing, such as whether to come to some big moves, to give some of the classic 3A masterpieces to players for free for a limited time, to disperse Jiasheng "Interstellar" momentum.
As for playing a game?
They are not so stupid. The new 3A masterpiece that can compete with it is under development. At this time, is it not to give experience to use other games to compete in the ring?
However, just when the Big Three was a bit difficult to do, the announcement of a headline interview with the game Starry Sky instantly inspired the Big Three.
This is rain in time!