Almighty Video Game Designer
642 The charm of winning the chicken dinner
It wasn't everyone's fault for misunderstanding it. After all, the name "excavating the earth for Ascension" left a deep impression on everyone. Not to mention the people on the organizing committee, most of the players and live streamers would shiver when they heard the name.
Chen Mo laughed,"no, no, no. This is another game. It's not the same as the hammer-wielding Man Mountain climbing game." Let's take a look at the concept draft. "
When they saw the title of the concept draft on the projection screen, everyone came to a sudden realization.
Oh, it's this "PUBG"!
Looking at the basic concept of the game, it did fit the name "PlayerUnknown's Battleground" quite well. 100 people landed on a deserted island, and only one person could survive to the end, so it was indeed a PlayerUnknown's Battleground.
Chen Mo started explaining the basic concepts and settings of the game.
The core fun of the game.
Map mechanism.
The character's movements.
Gun system and accessories.
Item system and refresh mechanism.
Vehicle-related content.
……
PlayerUnknown's Battlegrounds 'game mode was not complicated. Although the details were complicated, the basic settings were easy to understand.
In short, it was to throw 100 players on an isolated island, search for resources on their own, and kill each other until only one was left. At the same time, in order to control the game time and drive the players to concentrate, the concept of 'blue circle' was added.
As for the rest, they were all added in details to make the game richer and more fun.
After he finished, Chen Mo looked at everyone,""So, do you all understand?"
No one raised any questions, because Chen Mo explained it very clearly, and the mechanics of the game weren't hard to understand.
Perhaps the only question was ... Just like that?
Obviously, it was far from the kind of novel that many people imagined. It wasn't as shocking as when Dark Souls was first released.
From the design concept alone, PlayerUnknown's Battleground was only innovative in terms of playstyle, and there was nothing particularly praiseworthy about other aspects.
Even if he used the Pangu engine ... This was a battle of firearms, after all. The main damage came from the bullets, so the effect would not be as outstanding as that of Dark Souls.
Maybe ... Because it was the first event of the year, he wanted to do a simple event to practice first?
Many people had the same thought.
"Alright," Chen Zhao smiled."Since there's no problem, meeting adjourned."
……
Many people would look down on PlayerUnknown's Battlegrounds when they first came into contact with the game's concept. The reason was simple-the game's playstyle did not seem cool.
Clearly, many people in the task force had the same doubts.
Maps, firearms, vehicles, accessories, props, actions, and other aspects were more or less available in other large-scale FPS games. There was not much innovation.
The only thing worth bragging about was the game mode, but would the players really accept it? He still had doubts.
In fact, there had been some survival games in other countries in the parallel world. For example, there was a survival game called "zombie siege" that appeared two years ago. The player would play the role of a soldier in the apocalypse and had to defend against the zombies 'attacks in the base while constantly searching for resources to survive.
It had indeed received a certain response, and the sales were not bad, but it was far from reaching the point of "popularity."
Chen Mo obviously wasn't the type to be content with a small fortune. Even if he was making mobile games, he would definitely aim for the top of the best selling leaderboard.
PlayerUnknown's Battleground looked like an FPS game that was mixed with survival elements. Could a simple idea win against traditional FPS games?
Chen Zhao's answer was yes.
When analyzing PlayerUnknown's Battlegrounds, many people tend to think of the problem as simple. "It's just an idea!"
However, in reality, MOBA was an idea, and so was a large MMORPG. The prototype of most classic games was also an idea.
The key was whether you could perfect this idea into a rich game, and whether you could make this idea fit the preferences of most players.
To the general public, PlayerUnknown's Battleground was better than all the other FPS games on the market (in terms of the game's playability). This was not a coincidence, but an inevitable result of the game's philosophy.
The magic of PlayerUnknown's Battleground mainly lay in five aspects.
The first was the strong randomness and the constant freshness.
The second was the potential for growth.
The third was the relaxed game rhythm.
The fourth was moderate team cooperation with high tolerance for mistakes.
The fifth was rich fun and exciting points.
If one were to take these five advantages and compare them with other FPS games on the market, one would be able to clearly see how awesome PUBG was.
If PlayerUnknown's Battleground's score was 100 points, it could be used to grade the other games.
Traditional FPS games (PvP): 50 100 30 70 70
[FPS (single-player): 30 100 100 - 100]
[The Overwatch Council: 60 80 30 30 80]
League of Legends: 100 100 100 80 100
Of course, it did not mean that PlayerUnknown's Battleground had defeated these games. The other games had their own strengths and were not included in the evaluation.
It could only be said that PlayerUnknown's Battleground had a very clear advantage in these five points.
In terms of high randomness and novelty, this was the root of ensuring the lifespan of the game. Simply put, PlayerUnknown's Battleground was similar to League of Legends in that they both had a new experience with every round.
Solo FPS games were good in all aspects, but in this aspect, they could not provide players with a highly random gaming experience. No matter how fun it was, it would become boring after a few rounds.
In traditional FPS games, the battles would usually break out at a few key points. After playing for a long time, one would feel a sense of deja vu.
Even though the Overwatch could change the hero to dilute this feeling, the sense of deja vu from the battle site was still an unresolved problem.
For example, in push maps, there would be a wave at every corner. In addition, there was the problem of a rigid lineup. After playing for more than a dozen games, the feeling would be very similar, and the expectations for the next game would drop significantly.
This was one of PlayerUnknown's Battlegrounds 'trump cards. Due to the size of the map, the different flight routes, the different blue circles, the different number of people flying to a certain area, and the different items picked up, players would always be able to experience different games.
As for the potential for growth in mechanics, it was whether or not the player could continuously improve their skills through repeated training.
This was the traditional advantage of FPS games, and it went without saying. The only thing worth mentioning was that due to the serious restraint of the lineup in "Overwatch", sometimes marksmanship didn't guarantee a win, so points were deducted.
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