Almighty Video Game Designer
346 Chapter 345-the ancient times have gone cold
Without the farming and equipment system, the players had an easier time in laning. They only needed to continuously drain the opponent's HP. However, this also made laning meaningless.
This was because at the same level, you couldn't establish an advantage in laning. Every time you exhausted the other side, it wasn't enough to make a snowball, and you couldn't get an advantage in CS.
Perhaps after the other party reached a certain level, they would suddenly kill you.
You were suppressing him for the first ten minutes, but after ten minutes, you suddenly couldn't beat him. This kind of situation made people collapse.
The design of the map snatching mechanism also became a failure.
Although this design made it very easy for the newbies to play the game as they just had to follow the map mechanism, it also made the game lose the space for choice.
In League of Legends, against the wind, you could set up a team, lead the line, or defend to your death. This choice was a strategy in itself, a pleasure.
However, in the ancient catastrophe, the map's refresh mechanism made the opposing side feel awkward. Don't care? It was equivalent to handing over the map mechanism to someone else, and the disadvantage would only be greater. To manage? If he couldn't win, it was equivalent to giving his head away.
Moreover, as long as the map mechanism was refreshed, five people had to go together. If four of you went and the other side sent five, the result was that you were beaten one for four. It was easy to imagine how the player who didn't go would be scolded.
Of course, this was mainly talking about the player experience of the low-end games. Everyone knew how to play the high-end games, so this situation would be much less.
However, for a game, the experience of low-end players would determine the depth of the game, and the depth of the game would determine the popularity of the game.
The fact that he had hidden his data had been criticized by the players.
Because everyone felt very good about themselves. My stats are so good, so I definitely played well. But if I lose, who's going to be responsible?
It's obvious that my four teammates are trash.
In MOBA games, everyone had a different understanding of the game. In the same situation, some people felt that they should start a team, while some people felt that they should focus on developing.
Many times, there was no clear right or wrong in these thoughts. Those who wanted to develop felt that starting a team was a gift, and those who wanted to start a team felt that continuing to develop was a slow death.
In this case, everyone felt that their own thoughts were right, and others were stupid, so it was easy to have disputes and abuse.
"Why didn't you come? If they come, we'll win!"
"You're just sending them away by starting a group!"
Such quarrels could be seen everywhere.
Of course, this situation was also common in League of Legends, but League of Legends could rely on operation and awareness to establish an economic advantage and complete a forced carry of one against five.
But the [ancient catastrophe] was different.
In order to give new players a clear goal, ancient catastrophe had completely abandoned the most interesting element of MOBA games: It was a choice that severely weakened the positive feedback of the game itself.
What ordinary players had to do was too simple. They only had to push lanes, steal monsters, and fight on the map. Anything else was meaningless.
You cleared a wave of minions, but you didn't feel anything.
There's no reward for you killing a hero.
If you win the team battle, it won't be you who got four or five kills, but your team.
You couldn't feel the advantages you gained through your own efforts, but the disadvantages brought about by the stupidity of your teammates were accepted by everyone.
Therefore, after the players had a little understanding of the game "ancient catastrophe", they all felt very good about themselves. After losing, they began to blame others and curse madly, and the game environment suddenly became extremely bad.
The ancient catastrophe perfectly explained the principle of the wooden bucket. You can't save the world even if you play well alone. As long as there is a fool, you will lose.
Under this kind of game mechanism, everyone could still play happily when they were in the state of newbies. However, once they grew up to be old players, they couldn't continue playing at all and might even escape from the pit on a large scale.
In such a situation, it was not surprising that the players had suddenly started to lose a large number.
……
After coming to this conclusion, Jin jieguang and the designers of ancient catastrophe were on the verge of collapse.
What was going on?
Weren't these all the advantages of ancient catastrophe? Didn't the players like it? How did they suddenly become flaws?
Change? How could he change this?
Overturn all of them and redo them? Wasn't this nonsense?
Moreover, even if he were to redo it, how would he do it? All according to League of Legends? Wasn't that a game that copied League of Legends?
Besides, with such a big change, in another two months, League of Legends would have finished harvesting the entire market. It would be too late!
Lin chaoxu was so angry that he was throwing a tantrum in his office, but he had no choice."Ancient catastrophe" was a project that he had decided on, and he didn't think there was a problem with this model before it was produced. Now that there was a problem, it didn't make sense to push all the blame to Jin jieguang.
However, Jin jieguang's image and status in Lin chaoxu's heart had plummeted.
Jin jieguang was also very confused.
Was Chen Zhao's thinking wrong?
Or had he been tricked?
……
With the silent demise of "three realms" and "ancient catastrophe," this battle for the distribution channels ended earlier than everyone had expected.
Even though Emperor dynasty entertainment and fantasy gaming platform were still trying to attract more players, their dominance on the PC side had fallen drastically under the influence of League of Legends.
At the beginning of July, Chen Mo released the latest statistics for League of Legends. The number of active players worldwide had exceeded eight million, and it was aiming for the title of "PC game with the most players in the world".
The number of new players in the three overseas servers, the European, American, and Korean servers, also maintained a steady growth every day, adding a steady stream of new blood to the game.
In China, League of Legends had begun to poach the players from traditional mmorpgs and FPS games. There was more and more material about League of Legends on all major streaming platforms and video websites.
After the unification of MOBA games, League of Legends had established its absolute dominance in the MOBA field, and the next step was to launch a "world-class PC game".
Of course, this would be a very long process.
To Chen Mo, the most important development and promotion Period was over. Although the League of Legends competition hadn't started yet, it would be on the right track soon.
As long as new heroes were continuously introduced and the e-sports atmosphere was continuously created, the popularity of League of Legends would be maintained for at least five years.
In just half a year, League of Legends shocked the gaming industry all over the world, and the concept of MOBA games became popular all over the world.
Many overseas video game media had carried out in-depth follow-up reports on League of Legends, and the analysis of this new game genre had become a compulsory subject for designers around the world.
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