With the increasing popularity of "Battlefield", it can be said that the sense of defeat of "Star Wars" is doomed.
At the beginning, Apex's word of mouth was crushed in the plot, and it also hoped to rely on the multiplayer mode, but then the multiplayer mode of mixed praise is that they fully understand that "Star Wars" has been completely exploded.
Originally on the major game live broadcast platforms at home and abroad, there are still many anchors to broadcast the multiplayer mode of "Star Wars". After all, "Battlefield" broadcasts too many people. Although the popularity is high, the competition is also fierce.
But when broadcasting, many anchors found that not only were they uncomfortable playing, but the audience was also uncomfortable watching.
The reason is that after Star Wars put its hopes in the multiplayer mode, it immediately updated the new mode, such as the introduction of the xenophobic mode.
Ranking mode, it can be said that any game player is no stranger.
A mode that uses player psychology.
This is the so-called leaderboard.
For example, the so-called weapon spectrum, martial arts chart, earth chart, and human chart in martial arts can actually be regarded as rankings.
Putting it in the game is the so-called rank or score, and even the PVE mode also has a so-called ranking mode. In simple terms, it uses the player's competitiveness to make the game sticky to them.
It can be said that many games use this method.
This can also be regarded as a setting where benevolence sees benevolence and sees wisdom.
Including "League of Legends", "DOTA" and "Warcraft" these games have added similar settings.
And it also officially benefits from the setting of the ranking, which brings a high degree of activity to the game from a certain angle.
But not all games are suitable for this mode.
For example, "Overwatch" developed by Nebula Games and "Battlefield" have just been developed. These two types of games are not completely unsuitable for this type, but for most ordinary players, it can be said that they are not Suitable for.
The main reason is to let the players in the game change their attention from entertainment to a strong sense of victory and defeat.
Before qualifying, most players basically won and laughed. Although they lost a bit of depression, they were just a little bit emotional.
But if you add the setting of ranking, and link everything with the score and the rank, before there is no big change, it will aggravate the harsh environment in the game.
The ranking mode in "Warcraft" is limited to the 1V1 mode, which means that if you win the game, you will lose your skills, and there is nothing to say.
"League of Legends" and "DOTA" have hundreds of heroes and a variety of equipment. There are too many factors that determine the outcome of the game, and it is full of various variables, which is the so-called game understanding. degree.
Plus a lot of heroes, with different play styles and positions.
It can be said to allow players to have a variety of expectations, such as some people playing ADC position, can rush to the diamond level, but playing assisted to the top is the life of gold.
Or some people are not suitable for line-up, playing online heroes, that is, the level of silver, but understanding the situation, playing a wild hero without too high pre-judge skills, but can activate the whole team.
To put it simply, it gives players a sense of anticipation. Just like drawing SSR cards, you will always believe in a single miracle and the next SSR wife will come.
But in "Battlefield" and "Overwatch" are different, there is too little choice, such as "Overwatch" can not be installed, there are so many heroes, which is destined to have some strength in each version. Hero, this creates a stiff lineup, coupled with a certain degree of natural restraint, it is even more difficult.
The same is true in "Battlefield", but in the ordinary passerby bureau, if someone drove the Dreadnought Ship, then everyone must be surprised. Most people are a bit depressed at most, and players with strong wins and losses are More angry.
However, if you are tied to your own score in qualifying, the first reaction of most players is to report blackouts, and don't let yourself encounter this pen.
This type of game usually has a common feature, that is, there is no way to rely on a person's personal ability to lead the team to victory, or that the player's personal ability is too demanding.
For example, in a traditional FPS, even if your teammates are 4 Muggles, as long as your own marksmanship is hard enough, you can still lead your teammates to victory in 1V5.
But this can be said to be difficult to achieve in Overwatch and Battlefield.
The game that most tests teamwork is not suitable for emphasizing win-loss confrontation gameplay, but more suitable for entertainment gameplay elements.
Through some games in dream memory and actual statistics, Yang Chen also came to a corresponding conclusion.
Apex's "Star Wars" belongs to this type. On the one hand, the game itself is unbalanced, and the content depth is not as complicated as imagined, plus the multiplayer battle situation that emphasizes the battlefield factors.
This led to the fact that in "Star Wars", the basic decision to win or lose a game is to seize armor.
Once the armor is obtained, even rookie players are very happy to kill.
In Yang Chen's view, such a setting should belong to the care of novices in Star Wars, but in fact it has become a setting for masters to snowball.
Coupled with the setting of qualifying, it directly made the original environment even worse.
It was pretty hot at the beginning, but with the passing of a week or so, the player's lapse has even caused problems in the original game's matching mechanism.
The players in each level segment have insufficient watershed, and UU reading causes the matching time to be too long.
For a confrontational multiplayer game, the number of matches is insufficient, and it can even be said that a game is half stepped into the grave.
Because there are only three ways to change, but any one will have very serious consequences.
The first is to let it go, so a ten-minute match is played, and a five-match match is played; the second is a forced match, which results in a large difference in the player's level; the third is a strong and weak, which seems to let both sides It's fair, but whoever loses, the negative feedback will explode directly.
It can be said that any method of change will make the game start to decline, unless it can increase the player's fresh blood.
With the emergence of this situation, some players who originally stayed in "Star Wars" because of the theme and background of the game found that the experience is getting worse and worse, the matching time is too long, and the gap between the enemy and us is too Big.
All of this accelerated the collapse of Star Wars.