Almighty Video Game Designer
574 The game's pace is fast
However, there was at least one thing that everyone was clear about. From the CG, this game was basically a Chinese style game, and the heroes in the game were mainly Chinese heroes.
This was a surprise to many players, as Western fantasy heroes were still the mainstream MOBA in China.
Speaking of which, this had something to do with League of Legends. In the parallel world, most players of MOBA games came from League of Legends, and the heroes in League of Legends were very popular, so these mobile games subconsciously imitated this style.
Moreover, for most video game designers, it was risky to make MOBA games with a China Style, because they didn't know if the players would accept it.
Chen Mo's change wasn't exactly bold, but it did catch the attention of many players.
I've watched too many Western fantasy movies, it's not bad to try the China Style once in a while!
Since he was a China hero, who were the people who appeared in the cinematics?
The players all entered the game with questions in their minds.
……
Zhang Bei was also playing the game. After watching the cinematics, he was both amazed and envious.
Even though the mobile version of ancient catastrophe cost a lot of money, it was obviously impossible to make such a CG. After all, it was too big of an investment, and the headquarters of Emperor dynasty entertainment would not agree to it.
Even though Zhang Bei was the chief designer of the entire project, he was still restricted by the higher-ups, and couldn't be like Chen Mo, who could make the game and spend money however he wanted without any concerns.
Zhang Bei could only sigh. There was no point in being envious, as Chen Mo's mechanics were not something that normal people could learn ...
After entering the game, he directly entered the beginner's tutorial.
In reality, if a player had a character in another server that had already gone through the beginner's tutorial, then when creating a character in the new server, the process would automatically be skipped.
However, King of Glory had just been released, so everyone had to go through the tutorial before they could play the game.
The first was a few simple instructions, telling the players that the story took place on a fictional continent, and that the players would summon heroes to fight.
Obviously, this was the same as the tutorial in League of Legends, and the other MOBA mobile games did the same.
What Zhang Bei was concerned about was the operating mode of this game.
The initial guidance was very simple. It was nothing more than moving, attacking, casting skills, killing heroes, buying equipment, recovering HP, and so on. To Zhang Bei, these were all very common designs, nothing worth mentioning.
The hero that Zhang Bei was using was Arthur. Arthur's hero skills were basically the same as garen in League of Legends, but he might be a little stronger than garen, because he had two more useful movement skills.
Zhang Bei was a little disappointed, because he didn't see any better control changes in Arthur. It was better to just click a little.
Chen Mo said he wanted to change the skill casting mode, but in the end, he still made a very ordinary system? Zhang Bei was a little suspicious.
However, Zhang Bei still found some valuable things, which was the layout of the entire game interface.
The bottom left was the virtual joystick, and the bottom right was the attack and skill buttons.
The minimap had been moved to the upper left corner. After unfolding the minimap, a signal could be sent from it.
The scoring panel, shop, share button, and other elements were well-placed in the empty space of the interface, and the layout was relatively reasonable.
Moreover, there were three smaller buttons on the far right, which were respectively attack, retreat, and assemble, which could send messages to teammates very quickly.
Zhang Bei was also very surprised. Obviously, this was a very good design. Although the entire interface of the mobile game should be reduced by as many buttons as possible, these three buttons were still too important.
After all, in MOBA games, you needed to work with your teammates at all times, and mobile games often required you to quickly let your teammates understand your intentions. Although these three buttons were small, they were very useful.
After the explanation of the most basic operating system, they went on to the battle between humans and machines and actual combat training.
However, Zhang Bei was highly suspicious that the enemy he encountered during the actual combat training should also be the computer, because he was so happy killing ...
He randomly picked a marksman champion, and the opponents all rushed forward in a daze. In the end, Zhang Bei's score was 10-0-3, basically crushing the entire game.
And during the battle, Zhang Bei also discovered some of the game's characteristics.
First of all, the pace of the game was very fast.
If the battle went smoothly, it could end in more than ten minutes, and they could surrender in six minutes.
The players had been fighting intensely since they came online, farming and consuming each other. Since the number of skills had been reduced to three, the players could use their ultimate skills at Level 4 and cause all kinds of trouble.
At the same time, because the size of the map was further reduced, the hero's movement speed became faster, and there were more displacement skills, resulting in the pace of the game to be further accelerated.
Secondly, equipment could be purchased anywhere on the map without the need to return to the fountain.
This might seem like a risky change, but after trying it out, Zhang Bei felt that it was a very good setting!
To be able to buy equipment at any time and place, and turn one's economic advantage into an equipment advantage, was simply too important in this fast-paced game.
This also meant that it would be easier to snowball because they would no longer have to worry about whether they should go home or not. There would no longer be the phenomenon of having a huge amount of savings but not being able to replenish their equipment in time and being killed by the enemy. Some of the stronger physical heroes could even not go home the entire time.
And Zhang Bei could feel that the map mechanism had also changed, including the respawn time of the wild monsters, the speed of the minions, and the role of various epic monsters. All of them were slightly different from League of Legends.
Even the health of the towers had been reduced. In League of Legends, the time it took for a tower to be destroyed was actually very late. However, in King of Glory, if the tower was undefended, it would be destroyed when a hero was at Level 2 or 3.
All of these settings pointed to one result, which was that the pace of the game had been greatly accelerated.
In League of Legends, it was common for a bladder fight to last for more than half an hour, or even forty to fifty minutes. However, it would never happen in Mobile Legends.
In Mobile Legends, the standard game time was 15 minutes, and you could roll in six minutes. There were very few games that lasted for 30 minutes.
In other words, in terms of game time, this game was very suitable for mobile games.
In terms of feelings, a game like League of Legends gave people the feeling that they were writing an essay on a topic. It could easily take forty to fifty minutes, and the whole operation was very tiring. However, League of Legends gave people the feeling of smoking a cigarette, and it ended without paying much attention.
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