Almighty Game Designer Chapter 441: The road to nowhere
Chapter 441 The Impassable Road (one more)
Chapter 441 The Impassable Road (one more)
Chen Mo stepped down and took his seat.
Zhang Xiaokong frowned slightly, and said in a low voice: "Chen Mo, have you talked too much? You told all the essentials of the success of "Overwatch", are you afraid of being copied?"
Chen Mo smiled: "It doesn't matter, I have confidence in Overwatch. Besides, this is an exchange meeting. There are correct and wrong views. Everyone is making progress in the exchange."
Zhang Xiaokong still felt a little wrong, but after all, what Chen Mo wanted to talk about was his own personal matter, so Zhang Xiaokong didn't ask again.
Chen Mo was a little helpless, I deliberately adjusted the effective range of the Mind Reduction Aura to avoid the independent game designers in the back row? Why do you seem to be fooled by me?
Is my current level already at the level of being able to fool people without any props?
What Chen Mo said was half true.
It is true that the correct option can be eliminated through the elimination method, but it is also possible that after the elimination, it is found that this road simply does not work.
The road described by Chen Mo, that is, the road taken by Overwatch, is such a road that is practically impossible.
The so-called "nowhere" does not mean that it will fail, but that it is impossible to reach the level that moba games are popular all over the world.
Although Blizzard made some mistakes in the production and promotion of Overwatch, what about someone else? It is also impossible to do a good job with the idea of "fps with skills".
The success of "Overwatch" is inseparable from excellent character setting, story background and cultural connotation, and these are precisely Blizzard's strengths.
If other companies want to copy "Overwatch"? In terms of cultural connotation, it simply does not reach the level of Overwatch. Therefore, Chen Mo is not worried about being copied, because this type of game can't be done well for anyone.
There are indeed many problems in "Overwatch", and Chen Mo knows it clearly, but these problems cannot be solved from the current design philosophy.
If "Overwatch" wants to become a perfect competitive game, the core problem that needs to be solved is balance/tactical richness. These two points are actually the same problem.
The specific performance is: slow update, less content, easy to play, rigid lineup, poor fish pond experience, etc. These are actually derived from the same problem.
Under the existing game mechanics of "Overwatch", the hero lineup has the most preferred, or almost the most preferred.
The so-called balance does not mean that both sides can take the same lineup even if it is balanced. Otherwise, what ban selections in the moba game do? Just blindly select the strongest hero in the version, can’t it be enough?
In the "cart/occupation" mode of "Overwatch", certain team heroes become indispensable. In 6v6, the lineup changes are directly locked, so that heroes and heroes squeeze each other Pressure playing space.
The reason why the combination of 76 and the reconstruction of the empire is so different is because their output stability and output capabilities are not at the same level.
Then, can you quickly produce multiple heroes and balance them well?
Almost impossible. It's okay to get heroes quickly, but the more heroes you get, the harder it is to make balance, which is much harder than moba games.
This is mainly because of the gameplay system of Overwatch. In the moba game, there are rich map mechanisms and growth, so it allows the existence of heroes with characteristics such as early heroes/late heroes/sub-heroes. A late stage hero is invincible in the early stage and late stage. Players also have methods against him, so Not a problem.
However, there is no economic system in Overwatch, and no map mechanism that can enhance combat power. Heroes have no growth potential, and it is impossible to distinguish between early heroes and late heroes.
In this case, some heroes cannot appear, and even if they do, players will not play. Therefore, limited by the game mode, this balance is difficult to do.
As long as a's output ability is 1 stronger than b, players will choose a instead of b.
In the limited 6v6 lineup, players will carefully select 6 heroes that can be combined to exert the strongest teamfighting ability, such as Sledgehammer, Maomei, Dva, 76, Anna, DJ, and so on. The lineup ran sideways when facing assault heroes.
You Genji and Tracer want to cut Anna? The backhand hypnosis needle, bottle, and Mao Mei's shield will give you a clear and clear view.
With such a lineup, what mobility is needed? What is Genji, Tracer, Widowmaker, Hanzo, and what is the use of climbing walls? What is the use of perspective?
Therefore, no matter how many new heroes are produced and how many new hero mechanics are created, professional players/players can always find the six best choices with the strongest combat effectiveness. The problem of rigid lineup is almost insoluble.
Because "Overwatch" didn't do any growth system and economic system.
Of course, the growth system and economic system are not necessarily right, because this is an fps game, fighting all the time, and there is no option to steal towers with wires to develop stably. Once **** is allowed, the disadvantages will not Will he be rolled until he is dead and unable to fight back, causing the game to lose suspense prematurely?
No one knew before it was made, but it is clear that solving a problem will induce a new problem. In Chen Mo’s previous life, Blizzard did not make "Overwatch" perfect ~ IndoMTL.com~ and nothing A company can make this game model perfect.
This is a "looks beautiful" dead end.
So, Chen Mo chose a different path to make "Overwatch" a more entertaining game, and try to avoid overexploitation of game content in competitive competitions to overdraw its fun in advance.
To turn "Overwatch" into a competitive game that has taken the world by storm is an impossible task in itself. Obviously, Chen Mo would not say this.
He wished that the designers of the big companies would all rush to copy "Overwatch", and eventually fell to the ground.
This year's lectures and exchanges will seem a little dull, because Chen Mo has robbed them of the limelight.
Many people are discussing the success of "League of Legends" and "Overwatch" and wondering if this will represent a certain future direction.
Obviously, these two games can be regarded as phenomenal games. The momentum of "League of Legends" overseas is also very strong, not only in China; although "Overwatch" has not been officially promoted overseas, But judging from the characteristics of the game itself, it will certainly be popular overseas.
Look at other games? It's just that "The Tang Dynasty" and "Three Realms" have a little bit of power, but in terms of topicality and the popularity of the players, they are still far behind.
Many designers are speculating that at this awards ceremony, is Chen Mo going to be a god? The content of "" is collected and uploaded by netizens for maintenance, and then transferred
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