Almighty Video Game Designer

442 Chapter 441-a dead end

Chen Mo got off the stage and returned to his seat.

Zhang xiaokong frowned and said in a low voice,""Chen Zhao, did you say too much? You've revealed all the key points to the success of the Overwatch, aren't you afraid of being copied?"

Chen Mo smiled,"it's okay. I'm confident in Overwatch." Besides, this is an exchange, so there are both correct and wrong points of view. Everyone is improving through the exchange. "

Zhang xiaokong still felt that it was a bit inappropriate, but since what Chen Mo wanted to talk about was his own private matter, Zhang xiaokong didn't ask anymore.

Chen Mo was a little helpless. I purposely adjusted the effective range of the Halo to avoid the indie video game designers in the back row. Why do you guys seem to have been fooled by me?

Could it be that I've reached a level where I can fool people without the use of props?

……

Chen Zhao's words were half true.

The correct choice could indeed be eliminated by the process of elimination, but it was also possible that after the process of elimination, one would find that this path did not work at all.

The path that Chen Mo described, which was the path that the Overwatch took, was a path that didn't actually work.

The so-called "no way" didn't mean that it would fail, but that it would never reach the level of MOBA games being popular all over the world.

Even though Blizzard had made some mistakes in the production and promotion of Overwatch, what about others? Similarly, it was impossible to complete the idea of an 'FPS with skills'.

The success of "the Overwatch" was inseparable from the excellent character setting, story background, and cultural connotation, which happened to be Blizzard's strength.

What if other companies wanted to copy Overwatch? In terms of cultural content, it could not even reach the standard of Overwatch. As such, Chen Mo wasn't worried about being copied at all, because no one could do a good job of this type of game.

Chen Mo knew that there were a lot of problems with Overwatch, but they couldn't be solved with the current design concept.

In order for Overwatch to become a perfect competitive game, the core problem that needed to be solved was balance and the richness of tactics. These two problems were actually the same.

The specific performance was slow updates, little content, easy to get tired of, rigid lineup, poor experience in the fish pond, and so on. All of these actually originated from the same problem.

Based on the current game mechanics of Overwatch, there were the best or near-best champion lineups.

The so-called balance didn't mean that both sides could have the same lineup. Otherwise, why would MOBA games still ban players? Wouldn't it be fine if everyone just randomly chose the strongest hero?

In the Overwatch's "push-and-occupy" mode, some team-type heroes became indispensable. In a 6V6, the lineup changes were directly locked in, and the heroes squeezed each other's playing space.

The reason why 76 and the Empire-rebuilding combination were treated so differently was that their output stability and output ability were not on the same level.

In that case, was it possible to quickly produce multiple heroes through the number of shops and achieve a good balance?

It was almost impossible. It was possible to create heroes quickly, but the more heroes there were, the more difficult it would be to balance the game, which was much more difficult than MOBA games.

This was mainly because of the game's playstyle. In MOBA games, there were rich maps and growth, so special heroes such as early-game heroes, late-game heroes, and split-zone heroes were allowed. A late-game hero was weak in the early game and invincible in the late game, so players had ways to deal with him, so it was not a problem.

However, there was no economic system in Overwatch, and there was no map mechanism that could enhance combat power. Heroes had no growth, so it was impossible to distinguish early and late-game heroes.

In this case, some special heroes would not appear, and even if they did, the players would not play them. Therefore, due to the limitations of the game mode, this balance was difficult to achieve.

As long as A's damage output was 1% higher than B 's, players would choose A over B.

In the limited 6V6 lineup, players would carefully choose six Champions who could combine together to exert the strongest team combat ability, such as sledgehammer, hairy girl, DVA, 76, Anna, and DJ. Such a lineup would be able to crush Assault Heroes.

The yuan clan and lie Kong want to cut Anna? A backhand hypnotizing needle, a bottle, and a Russian shield to clear your mind.

With such a lineup, what flexibility was there to be had? What Yuanshi, liekong, Black Lily, Hanzo, what's the use of climbing walls? What was the use of x-ray vision?

Therefore, no matter how many new heroes were created or how many new hero mechanisms were made, professional players/players would always be able to find six best choices with the strongest combat power. The problem of a rigid lineup was almost unsolvable.

It was because Overwatch didn't have any growth or economic system.

Of course, making a growth system and an economic system was not necessarily the right choice. This was an FPS game, and there were fights all the time. There were no options for players to steal towers and develop safely. Once snowballs were allowed, would the disadvantageous side be rolled to death without any ability to fight back, causing the game to lose its suspense early?

No one knew before it was made, but it was obvious that solving a problem would lead to a new one. In Chen Mo's previous life, Blizzard didn't make Overwatch perfect, and no other company could make a game like that perfect.

This was a "beautiful-looking" dead end.

As such, Chen Mo chose a different path, turning Overwatch into a more entertaining game, trying to avoid overusing the game's content in competitive games.

Making Overwatch a world-famous competitive game was an impossible task, but Chen Mo obviously wouldn't tell anyone about it.

He couldn't wait for the video game designers from the big companies to swarm over and copy Overwatch, only to end up badly injured.

……

This year's seminar and Exchange were a little boring, because Chen Mo had stolen all the limelight.

A lot of people were discussing the success of League of Legends and Overwatch, wondering if it would represent the direction of future development.

Obviously, both games were phenomenal games, and League of Legends was gaining momentum overseas, not just in China. Although Overwatch had not been officially promoted overseas, based on the characteristics of the game itself, it would definitely be very popular overseas.

What about the other games? Only the great Tang and the three Realms could put up a fight, but they were still far behind in terms of the topic and popularity of the players.

Many designers were guessing that Chen Mo was going to become a God at the awards ceremony.

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