Online players compete with each other in a variety of ways.

In fact, it does not have much impact on the direction of the two games.

But many game designers in the game industry.

All of them focused on the two games"Gunfire" and"PlayerUnknown's Battlegrounds".

And there was a heated discussion going on

《In the case of"Gunfire", its game designer McCas is considered a relatively well-known designer in the field of FPS games.

Previously, it was mainly active in an overseas market, and then was poached from UEgame by Interactive Entertainment.

After all, Interactive Entertainment itself is a well-known FPS game manufacturer in China.

The current quality performance of"Gunfire" is also remarkable.

The picture quality is considered top-notch in the industry.

As for the plot, it is a FPS game after all, so it is remarkable.

Compared with previous FPS plots, it can be said to be excellent.

As for the multiplayer mode, judging from the current situation, there are not many changes from traditional FPS games.

Just joined the mechaA gimmick.

It is mainly a micro-innovation, and there is no drastic reform of the overall game rules.

But the game"PlayerUnknown's Battlegrounds" is different.

Not just domestic game designers.

Some foreign game designers are also paying attention to the game"PlayerUnknown's Battlegrounds".

Already come from a gameplay method of FPS game

《The big hunt mode of"PlayerUnknown's Battlegrounds" has indeed subverted a rule of previous FPS games.

And the current momentum can be regarded as explosive, which can be called a phenomenal performance.

So for many game designers, that's their focus.

That is the gameplay of"PlayerUnknown's Battlegrounds", the massacre mode, whether it will become a mainstream gameplay mode in the future.

Traditional FPS games generally have about 10 maps, or even more maps.

The main purpose is to allow players to rotate and avoid getting bored by playing the same map all the time.

And the emergence of"PlayerUnknown's Battlegrounds", this sandbox-style large map mode, combined with the gameplay of the big hunt.

Can players be able to rely on one map to support long-term play just like playing"League of Legends"?

These are the main discussion directions in the game industry.

As for the temporary success, for ordinary game designers, it feels very amazing.

But for some senior game designers.

What they value more is the game"PlayerUnknown's Battlegrounds".

Does it have the qualities of a successful game?

That is to be able to maintain a popularity and long-term profitability.

After all,"PlayerUnknown's Battlegrounds" Chen Xu adopts a free model.

If it cannot operate sustainably like"League of Legends".

Guarantee a subsequent long-term profit.

Then the number of online players on the first day reaches 10 million, which is nonsense.

On the contrary, if it is a buyout game, even if the subsequent life cycle is not that strong.

But if you sell tens of millions in the beginning, then at least you have the money.

In this regard, countless designers in the game industry are constantly discussing

"The most important core element is whether the gameplay of"PlayerUnknown's Battlegrounds" can be maintained in the long run."

"Yes, this is the most critical issue. After all, judging from the current situation, it is impossible for sandbox maps like"PlayerUnknown's Battlegrounds" to maintain a fast update mode."

"That's right, unlike traditional FPS, it should be difficult for"PUBG" to maintain a rapid update in subsequent updates, right?"

"Moreover, players are not only interested in the new map, but also have learning costs. It is fast but the map is not ready yet, which is actually not a good thing."

"In addition, the core problem of"PlayerUnknown's Battlegrounds" is the addition of new modes, which is a relatively big problem, because its core gameplay is this so-called big sale."

"In addition, profit is also the main issue. After all,"PlayerUnknown's Battlegrounds" only relies on skins to make money."

"It makes sense. If the game is not popular enough, then charging for skins with this free mechanism may not generate much revenue. Without revenue, the frequency of updates will decrease, creating a vicious cycle."

"However, I feel that this probability should be relatively small. Chen Xu must have considered this aspect and implemented the free model. He probably wanted to expand the player base, and referring to"League of Legends", I think"PlayerUnknown's Battlegrounds" The question is how much money to make"

"This is true. People are enthusiastic about the profitability of"League of Legends"."

"Hot eyes are hot, MOBA games are basically impossible to exceed the scale of"League of Legends", unless there is another epoch-making work, or Fengyun Games itself destroys the Great Wall."

"In three years, or even five years, maybe"League of Legends" will have a very high popularity."

"But having said that, if this momentum can be maintained, will"PlayerUnknown's Battlegrounds" become the second"League of Legends"?》?"

"Who can know this? But even if it doesn't happen, the current popularity can be maintained, which is enough to prove the success of the big sale model."

Many designers in the game industry are constantly analyzing and dissecting the feasibility of the massacre mode of"PlayerUnknown's Battlegrounds".

On the Internet, the popularity of the two games"Gunfire" and"PlayerUnknown's Battlegrounds" continues to Continued to rise.

Many new players have learned about these two games from various channels and entered the game.

Players do not pay much attention to this matter.

However, many designers and manufacturers in the game industry are silent Waiting for it.

At present,"Gunfire" and"PlayerUnknown's Battlegrounds" seem to be basically competing in terms of popularity.

But everyone also understands that this FPS battle is even bigger. In the battle for the top PC gaming platform, there will always be a winner.

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