Almighty Video Game Designer
283 Chapter 282 hero
In the first version of League of Legends, Chen Mo planned to have 25 Champions and five positions, with each position having five Champions. The difficulty was from low to high.
At the beginning of League of Legends, there was no top lane, mid lane, jungler, Archer, or support. At that time, there was still the Archer who played mid, and the lineup and tactics of passersby games were very chaotic.
However, in the S2 period, some of the top teams in Europe developed the "EU style," which was a double-player method for top, mid, jungler, and bottom lane. It was accepted by the fist and became the official designated lineup configuration of League of Legends.
Many people might criticize the rigidity of this configuration, but its advantage was also very obvious. It had found an official recommended lineup for League of Legends. With the guidance of this recommended lineup, players could get used to it more easily, understand the arrangement of the lineup, and choose a relatively perfect lineup.
It was of great significance to the promotion of League of Legends, and from the later development, it was also the most suitable lineup for the game.
Just like how RPG games had the "Iron Triangle of tactics, mages, and priests", although this routine was more rigid, it provided players with an easy-to-understand and easy-to-remember rule and framework.
For example, when a player asked how to play hero xxx, as long as he was told that it was a mid-lane hero, he would be able to guess what the hero did. However, if you told him that this champion could carry, support, split the team, and play in any way, he would probably be dumbfounded.
As such, Chen Mo introduced the different classes to the players in the first patch, using them as the main label for heroes. Traditional classes like assassins and tanks were only used as notes to help players understand the character's characteristics.
The twenty-five Champions Chen Mo planned to develop in the first version of League of Legends were as follows.
[Top lane: garen, lava beast, Timo, Barbarian King, Weapon Master]
[Middle lane: Annie, Kassadin, Death Song, Twisted Fate, Phoenix]
Jungler: Nu Nu, a Mu Mu, Sword Saint, clown, Gragas
[Sharpshooters: lucky sister, Ezreal, Esch, ratty, Vayne]
Support: Soraka, Lulu, Tauren, sona, Blitzcrank
Many of these Champions had been redone, and even the hero's mechanism had been greatly changed. For example, Gragas was originally a mid-laner champion, but it was later changed to a jungler.
Overall, Chen Mo didn't plan on making older versions of heroes. The reason was simple, because older versions of heroes were at odds with the general framework of LOL. They were either uninteresting, or too strong, which wasn't good for the balance and promotion of the game.
In general, most of the heroes that were remade in LOL were more successful than the old versions.
These 25 Champions were selected after some consideration by Chen Mo. The difficulty of getting started went from the lowest to the highest, and each champion had different positions.
Some Champions, like most of these five jungler Champions, were hard to see in the pro scene due to their mechanics, but they were easy to get used to. Newbies needed Nunu and Blademaster Champions to get used to jungler mechanics, so Chen Mo included them in the development plan for the first version.
Moreover, even if they were in the same position, Chen Mo would try to pick Champions with different positions, such as jungler. There were junglers like a Mumu who relied on team battles, and there were junglers like Blademaster who preferred to play solo.
Of course, there were many more fun and showy heroes, but those were left for future development.
Chen Mo planned to release a new version every two months after the first one, with five heroes in each version, giving the players two months to digest.
……
Even though the general framework of League of Legends had been finalized, everyone still had a lot of doubts about the concept draft.
The biggest question was, why did he have to use a new IP?
Up until now, whether it was the main creators of Chen Mo's team or the loyal players of Thunderbolt gaming, they all had the habit of calling it 'Warcraft'. No matter what type of game they made, they all wanted to be associated with 'Warcraft'.
Of course, their questions about League of Legends were also very reasonable. Since there were already heroes from Warcraft, why not use them? Why did they have to create a new IP?
Although the slogan "Demacia" also sounded quite cool, it was not as cool as Azeroth.
Chen Zhao explained it this way.
The game wanted to capture the most extensive player base, so it was inevitable that the style would be cartoonish, cartoonish, and bright, which was in conflict with the realistic and dark art style of monster.
Furthermore, League of Legends would become a brand new IP, and it would be a very exciting world just like Diablo. Didn't Diablo not follow the world view of Warcraft?
Chen Zhao's serious nonsense successfully dispelled most people's doubts.
After making Warcraft and Diablo, Chen Mo's team had no problems making League of Legends in terms of technique and art.
When Chen Mo made Diablo, he also wanted to train his team, and after the success of the third person RPG, he naturally released League of Legends.
Currently, the most difficult part was balancing the numbers, but Chen Mo was able to do it with his second stage of coding and the memory he got from the memory playback potion.
After all, the numerical system in League of Legends was relatively clear. It was nothing more than attack, defense, magic damage, magic resistance, and the calculation formula was not too complicated.
Apart from Zhao Yunting and a small group of people responsible for the daily maintenance of Thunderbolt gaming platform, the entire team began to put all their energy into developing the new game, League of Legends.
……
The popularity of COG seemed to be rising every day.
The creator of this map, Clive Larman, also displayed his workaholic nature. Every week, he would make some small numerical balance changes to the map, and occasionally, he would make major changes to the terrain and game mechanics, making it a more complete map.
Although these changes could not be made in the country immediately, there were still many enthusiastic players who were constantly moving it and translating it into Chinese.
In China, many Warcraft players were addicted to this map, and it gradually became the most popular map in Warcraft, even more popular than the stairway tree.
On the forums, more and more players were talking about COG. At first, everyone was disgusted, thinking that an RPG map shouldn't take up so many pages. But as COG became more and more popular, everyone got used to it.
There were already a lot of people leaving messages or private messages to Chen Mo, asking him to pay more attention to this picture, to give it some special recommendations, or to open up the ladder system.
Some even hoped that Chen Mo would work with the original author to create a new game that would be similar to Warcraft.
Chen Zhao ignored all of these suggestions.
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