Almighty Game Designer Chapter 1134: “Oasis One. Zero”


Looking at the continuous happiness and resentment values, Chen Mo didn't fluctuate in his heart, and even almost laughed.

Although the faces of the players cannot be seen, Chen Mo can still empathize with their struggle and pain.

"In order to soothe everyone's hurting hearts, it's almost double eleven. There will be another wave of half-price events, and the plan will work." Chen Mo smiled, "Don't thank me, please call me."

I have to say that the collection of resentment points in "World of Warcraft" is very effective.

The previous 3A masterpieces were only collected individually, which was too inefficient. And for **** games like "Dark Souls", many players just threw it there after +1, and didn't play at all. Moreover, even those players who cleared the level, the later they play, the higher the suffering threshold. Gradually, no resentment value was collected.

But when "World of Warcraft" came out, it was very shocking.

You can collect the resentment points of 40 players at once, and as long as you play the game for a long time, it is impossible not to participate in team activities and not play the team, right? As long as you fight, you can get the proper resentment value.

Even if some players really don't play the team, then you have to clean the battlefield, right? Even if you don’t brush the battlefield and encounter a hostile camp in the field, you still need PVP?

Not only that, but the "three-season rice" characters are constantly emerging in "World of Warcraft". They are never soft when slaughtering trumpets, and have made outstanding contributions to Chen Mo's cause of collecting resentment points.

However, Chen Mo does not intend to really stretch the entire time of "World of Warcraft" so long.

If it really grows longer, the 60 version can last a year, and the 70 version will come for another year. It will be more than two years after the players get to Wu Miao Wang.

This time span is too long.

I have to say that some of the boss battles in the original "World of Warcraft" are relatively high. Many bosses, such as Oro, C'Thun, Mulu, etc., were simply not able to fight when they were first designed. Some teams simply walked around and stopped fighting. Later, after Blizzard weakened many bosses, the players managed to get through.

If you don't weaken, you can't beat it. It can be seen that some bosses are on the high side in terms of difficulty design.

For Chen Mo, the reason why he wants to release each version is not to lengthen the game time of the players, but to allow players to have a consistent game experience and to experience the "Warcraft" as completely as possible. Wonderful part of "World". Otherwise, once "Wrath of the Lich King" comes out, who will do Ahn'Qiraj's door-opening mission?

However, this does not mean that the longer the version, the better.

The players of "World of Warcraft" in this world have a very large base from the very beginning, and with the help of sleep mode, their game time can be guaranteed, coupled with a more reasonable team copy difficulty, basically Within a few months, they can fully play the current mainstream team.

Although the original "World of Warcraft" is a classic, but as a time-charged game, there are still some content in it that deliberately burns time, and many gameplays are mainly based on brushing, which is not very pleasant. Local game experience.

Many of the more livery gameplays, such as prestige, are essentially the same as the silly run-and-loop gameplay of domestic inferior web games. They are nothing but repetitive work. In this regard, Chen Mo also intends to "lighten the burden" of the players, try to let them experience the most exciting side of the game, so that every minute of card points is worth the money.

Of course, most players now use monthly cards.

Besides, there is one very important thing.

That is Double 11.

Oh, that’s wrong. Actually, it’s not Double 11, but a new event that will be launched during Double 11.

In addition to the daily half-price promotions and other activities, there is also a milestone event for Chen Mo, that is, the "Oasis 1.0" version, which will be officially launched.

In November last year, the "Oasis Project" was officially launched. More than 200 independent game designers joined the Oasis Project to contribute to this epoch-making game.

They have obtained many internal resources of Thunder Interactive Entertainment, including the art resource library, the physical system built by Pangu engine, the latest artificial intelligence system, etc., and they have also obtained the right to use countless large IPs within Thunder Interactive Entertainment, just for Able to create a huge, complex, and closely connected parallel universe, they also use their imagination and creativity day and night.

During this year, every designer will develop an independent game unit for the Oasis Project. By then, players can freely enter more than 200 game units to experience different games.

One year later, the results are gratifying, with the total number of game units reaching 319. Of course, there are many game units with very small capacity. The game time may be only a few hours. Not all game units can provide players with more than 20 hours of gaming experience like a new game.

But anyway, the preliminary game content is already available, and the "Oasis 1.0" version can be launched for preliminary testing.

Although "Oasis" has existed for a long time, it is not a real oasis strictly speaking, it is just a rudiment, so until now this version can be regarded as the official version~IndoMTL.com~If Chen Mo's final The goal is to measure the current "Oasis 1.0", it is still very naive, but for players, this should be a rather novel game experience.

"Oasis 1.0" version has eight modes by default, which are single player adventure mode, multiplayer adventure mode, single survival mode, multiplayer survival mode, competitive battlefield mode, unfair competition mode, free exploration mode, and entertainment There are 20-40 game units in each mode.

Among them, the adventure mode is equivalent to the traditional stand-alone game; the survival mode is equivalent to escape, avoiding the pursuit of AI as much as possible; the unfair competition mode is that different camps have different combat strengths, and the weaker camps need to cooperate closely. ; Entertainment mode is a game unit with a lot of brains.

Of course, these game units are different from stand-alone games.

Single-player games basically need to ensure that players have more than 20 hours of game time, and players can play intermittently; and these game units are basically controlled at about 2-6 hours. For some very long game units, if it is a single In human mode, you can save. In multiplayer mode, you must confirm with the player whether the game time is appropriate.

In addition, in order to avoid duplication of game units and allow players to quickly learn how to pass levels, all game units are dynamically processed.

Under the action of advanced AI, these game units will be different every time they enter the script, such as the opening position, NPC IQ and personality, prop position and function, etc., all will have a relatively big difference, even if there are many players Once you have cleared a certain game script, you still need to use your brain when you enter it again, which is easy to overturn.

The green shirt gets drunk

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