Almighty Game Designer Chapter 417: Improved plan


Chen Mo's idea is to turn "Overwatch" into an entertaining game and maintain the core fun of this game to the maximum.

First of all, cut down the threshold, the game itself is completely free, and only profit from value-added services such as skins and avatars.

This is to attract more players as much as possible, broaden the depth of the entire fish pond, and make most players' win rate and matching mode experience close to the level of "League of Legends".

Many players may think that forcibly guaranteeing a 50% win rate is a very stupid approach, but in fact, a competitive game that cannot guarantee a 50% win rate is a disaster.

The inability to guarantee a 50% win rate means that some players who play well can always win, while those who play badly will always lose. This will aggravate the loss of fish ponds, which is extremely detrimental to the life of the game.

Secondly, dilute the feeling of winning or losing and strengthen the player's sense of growth.

For a competitive game, the main pleasure of most players comes from winning. On the basis of maintaining this point, as much as possible to make the losing players less depressed.

One of the problems with the previous life of Overwatch is that the players lost inexplicably. You may think that a certain teammate did not play well, or did not cooperate well, or the lineup was not good. In short, the system will not tell you whether you lost. Where, you can't think of it yourself.

This directly causes many players to feel a deep sense of powerlessness after losing, and the negative feedback after losing can be called an explosion.

Chen Mo’s approach is to record all the player’s hero data throughout the game, not just damage, healing, kills, etc.

For example, Winston will combine the amount of damage, the number of kills, the number of deaths, the damage taken, the key kill (killing the opponent's output position or treatment with better data), the key damage (the contribution to the key kill Data such as the amount of damage), the effect of the ultimate move (whether the timing of opening is correct), etc., are given a comprehensive evaluation for each round.

All players can see these data very clearly, and can clearly distinguish which players are in CARRY and which players are in the pit.

At the same time, kills will no longer be shared, and the situation of getting a gold medal for a smashing kill will no longer exist.

Of course, since all the data is public and more detailed, the setting of "Gold Medal" has been cancelled accordingly.

Moreover, this setting itself is meaningless, because most players don't approve it. Winning a gold medal doesn't necessarily mean you played well.

For players, choosing the same hero and seeing the hero's proficiency changes after each round is equivalent to a disguised incentive.

For example, if you use Hanzo and perform well throughout the game, although you lose the game, but you see that you get an S grade and your performance is better than before, you will forget the unhappy failure.

Moreover, players' rewards are directly linked to their personal performance, and have nothing to do with winning or losing. As long as you play well, you can get more rewards than the winner if you lose, which will further dilute the frustration of losing the game.

For those who play dishes, they can also know exactly where they are having problems through various data.

For example, if a player chooses Reaper, the system prompts after the game is over: this round is shown as B, the number of shifts using the E skill is much lower than the average level, and the data for using the SHIFT skill to avoid damage is much lower than the average level, shotgun The long-range total damage data is much higher than the short-range total damage data.

Synthesizing these data, the system can judge that this player doesn't know how to go around and paste his face when using Reaper. After this player understands this truth, the next time he plays Reaper, he will subconsciously strengthen his performance in these aspects.

Winning is happy and losing is clear. Only in this way can most players have enough fun in the game.

The last point, open multiple game modes.

A big problem with "Overwatch" is that the 6V6 all-hero selection mode causes some team-enhancing heroes to far exceed the general assault heroes, resulting in a rigid lineup.

Chen Mo is considering opening 5 different modes for players to choose freely. Whichever has the most people means that which choice is correct.

The first is the classic mode, all heroes 6V6, not repeatable selection.

The second is FPS mode, players will only be able to choose assault heroes. That is to say, in this mode, it will return to the original fun of the PFS game, and everything will speak with marksmanship.

The third is the ban selection mode. Each party can vote to ban three heroes. If the players generally feel that the sledgehammer and DJ are not fun and don't want the opponent to get them, they can directly ban them so that they will not appear in the game.

The fourth type is a more people battle mode, 12VS12, which cannot be re-selected. The significance of this model is that players have more room for trouble, and many heroes have more chances to play.

The problem with 6V6 is that the location is very limited, so for team consideration, 2 tanks and 2 milk are basically necessary, so there are only 2 locations left for the assault position.

In the competition for assault position, it is obvious that heroes with higher damage ability (such as Soldier 76) will appear all year round, while heroes with weak output ability will not have any chance to appear. Even if you play well, your teammates Will not trust you.

In the case of 12VS12, the entire team can allocate more positions to those less popular heroes. For example, while ensuring basic tanks and nurses, you can select 76, Widowmaker, Hanzo, Genji, and Reaper, taking into account multiple output methods such as high-point sniping, back-cutting, and regular output, let more heroes have room for appearance.

The fifth type is promotion mode. When the number of kills reaches a certain value or the hero gets a certain number of assists and is not dead, he will be promoted and choose a certain ability to enhance it, that is, he can snowball through his early advantages.

Of course, the opponent can also get a stronger promotion effect by ending the kill streak.

Moreover, all effects will be cleared to zero after the end of the current round to ensure the fairness of the initial game.

This is mainly to satisfy those individual heroic players who can also experience the pleasure of one dozen five in this game~IndoMTL.com~ In addition, Chen Mo's "Overwatch" will have a more strict set Incentive mechanisms.

The performance of each player in the daily game will affect the player's overall score. When matching, players of similar level will be assigned to the same game first.

If a player’s rating is consistently very low, then he will be matched to a weaker opponent.

If a player is reported by many players as negative matches, verbal abuse, etc., there will be certain penalties, and this group of players will have priority to enter the same game. If the situation is serious, the small black room must be closed and a certain number of matches Man-machine battles will be released.

Of course, Chen Mo doesn't have full confidence in whether these changes will succeed. But at least one thing Chen Mo knows very well that "Overwatch" itself is a great game. It shouldn't just reach the heat of the previous life, but should do better.

Chen Mo does not want the popularity of "Overwatch" that he produced to fade quickly after a period of fire. He hopes that this game can become more long-lived, so that more players can continue to enjoy the fun of this game .


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