Almighty Game Designer Chapter 279: 2 choices
Although many players are enjoying it, Chen Mo knows very well that the overall gameplay of COG is still full of loopholes, and it is far from becoming a truly qualified MOBA game.
In the eyes of ordinary players, this map is very interesting, unlike any game on the market.
Various heroes have different positions and can work closely together.
Only need to manipulate one hero, which is more friendly to novice players.
The pace is relatively fast, up to 40 minutes per game.
Both teamwork and individual heroism are taken into consideration.
Of course, it is difficult for players to perceive the huge potential behind this game. They just have a vague feeling that this game is very fun.
However, this is not the case for Chen Mo.
After seeing DOTA and LOL, two MOBA games with very different characteristics in the past, the current COG is like a sieve in Chen Mo's eyes, full of holes and loopholes everywhere.
There is no clear positioning in the hero design, and the balance is extremely poor.
The map layout is unreasonable, and the wild area is narrow and long, which makes it easy to be GANK on the line.
The positive incentives for players are seriously inadequate, and even special rewards and sound effects for killing and multi-killing are not available.
The cost of learning is high.
The equipment system is loose and fragmented.
There is still a strong shadow of the RTS game in the operation, and the opponent disabled players are extremely unfriendly.
The snowball situation is too obvious and there are very few flips.
Now the players are playing very happily, just because the game of COG has just appeared, everyone is very good, and they are very happy after winning, and the frustration is not so strong after losing.
In this environment of pecking each other, the fun of COG is infinitely magnified, so it looks beautiful.
But, what if players improve their level, understand the game more and more deeply, and develop more and more routines?
Players will need a yardstick to measure their level, so the ladder came into being. What happens when everyone is playing the game for the sake of winning, and a large number of players who have a deep understanding of the game and have a good operation gather on the ladder that day?
Then the defects of COG will be infinitely magnified.
At that time, someone will definitely spray, the dark ranger's win rate is too high, she is too strong, let's weaken the blood mage!
Or everyone will say that your wild monster value setting is too unreasonable, your wild area is too small, this game is too tired to play, and there are too few turning points...
Every imperfect small setting will become a gap in the dam, and eventually make this game a complete collapse.
The reason why Chen Mo didn't bring out the MOBA game from the beginning is precisely for this reason.
The numerical balance is too critical, and it can even be said that it determines the life of MOBA games. If Chen Mo rashly launches an imperfect MOBA game, it is tantamount to passing this advanced concept to other designers’ lips. The result was that other big companies made a better MOBA game, and Chen Mo lost his money.
This is something that Chen Mo absolutely cannot bear.
However, at this stage, Chen Mo finally has the ability to bring MOBA games to the world.
Actually, Chen Mo has already set a development plan, but a lot of things got together, making the development plan of this game even more urgent.
After the combination of Dichao Mutual Entertainment and Shenhua Game Platform, almost half of the domestic channel vendors have united to encircle Chen Mo's Dichao game platform.
In foreign countries, COG games with MOBA elements have also appeared, and they have reached a cooperative relationship with GA. I believe they will soon launch a more complete version of MOBA games.
For Chen Mo now, it is necessary to come up with an absolute dominance game to sweep the entire domestic game market, in order to completely destroy the large channel built by the combination of Emperor Dynasty and Shenhua, and then MOBA game as a cash cow Hold it firmly in your own hands.
In Chen Mo's previous life, DOTA and LOL, as two culmination MOBA games, have basically explored this game genre to the extreme. However, the two games finally embarked on a completely different path.
DOTA has achieved the ultimate balance. Almost every hero has his abilities. Various tactics are ever-changing, and the competition is top-notch.
However, due to problems such as higher difficulty, style, historical reasons, etc., although DOTA appeared first, it failed to complete the large-scale expansion and harvest of the MOBA market.
LOL has embarked on another path.
By changing the style of painting, simplifying operations, and fixing routines, LOL has minimized the difficulty of getting started with MOBA games, making it popular with many people who did not play DOTA, and under the stacking of various objective factors, the completion The harvest of the MOBA market has become the most popular game in the world.
However, this also brings some other problems, such as routine curing, poor balance, and low operating limits (relatively speaking).
Every time LOL is updated, there will be some unpopular heroes and popular heroes. Although there are some heroes that can be developed, there are still a large number of heroes who can only sit on the bench and are completely out of high-end games and professional games.
So, can you take the best of the two to create a perfect MOBA game?
Basically impossible.
Obviously, these two games can see each other's strengths and weaknesses, and both have tried some changes in their respective directions, but after all, they have embarked on two completely different paths.
To simplify the operation and expand the user base, it is necessary to lower the upper limit of the game operation, and even break some balance. It is impossible to have both fish and bear paws.
Both games are MOBA games that have developed to the extreme. DOTA is like Go, with more changes, but it is difficult to learn, and relatively small; LOL is like chess, with clear rules, a large number of players, but routines Relatively curing.
For Chen Mo, DOTA is very good, but he must now maximize his player base and compete with the domestic channels that have already united to grab user resources~ IndoMTL.com~ Use a terrifying game thoroughly Stabilize your group of players.
At the same time, he will also use this game to maximize the monopoly of the MOBA game market, so that any games that try to imitate or try to catch up from behind will all die.
Considering comprehensively, LOL is more in line with Chen Mo's current needs.
Of course, another important reason is that Chen Mo didn't play DOTA in his previous life.
Even if he used the memory replay potion and barely recalled some hero skills, it was difficult for Chen Mo to reproduce DOTA perfectly.
As for "League of Legends", Chen Mo will definitely not move it out invariably, after all, his current numerical ability is already very strong.
In addition, in Chen Mo's past life, "League of Legends" has been constantly revised and innovated over the course of several years. Many concepts are constantly evolving, and Chen Mo will not stick to those obviously outdated design concepts. .
When Dichao Mutual Entertainment and the Magical Game Platform began to cooperate and wanted to prove their channel's strong promotion ability with popular games, Chen Mo also just planned to come up with one of the most popular games to teach them how to behave.