Almighty Game Designer Chapter 573: The pace of the game is fast
But at least one thing everyone is very clear. From the cg point of view, this game is basically a Chinese style game, and the heroes in it are mainly Chinese heroes.
This makes many players feel a little surprised, because the mainstream of the current domestic mobile game moba is still dominated by Western Fantasy heroes.
Speaking of, this has something to do with "League of Legends", because in the parallel world, most of the players of moba games are mainly from "League of Legends", and the hero design of "League of Legends" itself is very pleasing. So these mobile games mb unknowingly imitate this style.
Moreover, for most designers, there are some risks in changing the moba game to Chinese style, because I don't know if players will accept it.
Chen Mo's change is not bold, but it does make many players feel bright.
I have watched too much Western Fantasy, and it’s not bad to try Chinese style occasionally!
Since they are Chinese heroes, who are the few people who appeared in cg?
The players all entered the game with questions.
……
Zhang Bei is also playing, after watching cg, he was both amazed and envious.
Although the mobile game version of "The Ancient Catastrophe" has a lot of funds, it is obviously impossible to make such a cg. After all, the investment is too large, and the headquarters of the emperor's mutual entertainment headquarters will not agree.
Although Zhang Bei is the chief designer of the entire project, he still has to be constrained by a higher level. It is impossible like Chen Mo to do whatever the game wants, spend whatever money he wants, but not at all. There will be any concerns.
Zhang Wei can only sigh, envy is useless, ordinary people can't learn Chen Mo's operation...
After entering the game, I went directly to the novice tutorial.
In fact, if the player has a character in another zone and has gone through the novice tutorial, creating a character in the new zone will automatically skip this process.
However, "Glory of the King" has just been released, so everyone has to force a beginner tutorial to play the game.
The first is a few simple instructions to tell the players that the story takes place in a fictional continent, and the players summon heroes to fight.
Obviously, these are basically the same as the novice guide of "League of Legends", and other mobile games moba basically do the same.
What Zhang Bei cares about is what kind of operating mode this game will adopt?
The initial guidance is very simple, it is nothing more than moving, attacking, casting skills, killing heroes, purchasing equipment, restoring health and so on. For Zhang Bei, these are very conventional designs, and there is nothing worth talking about.
The hero Zhang Bei uses is Arthur. Arthur’s hero skills are basically Galen in "League of Legends", but may be stronger than Galen because there are two better displacement skills.
Zhang Bei was a little disappointed, because he didn't see any better operating mode changes in Arthur as a hero, just a little bit.
Could it be that Chen Mo said that he wanted to change the game skill casting mode, but in the end he still made a very mediocre middle game system? Zhang Bei had some doubts.
However, Zhang Bei still discovered something valuable, that is, the layout of the entire game interface.
The bottom left is the virtual joystick, and the bottom right is the attack button and skill button.
The mini map has been moved to the upper left corner. After expanding the mini map, you can send signals on it.
The scoring panel, store, sharing button and other elements are well inserted in the free space of the interface, and the layout is relatively reasonable.
Moreover, there are three smaller buttons on the far right, namely attack, retreat and gather, which can send messages to teammates very quickly.
Zhang Bei also felt very surprised. Obviously this is a very good design. Although the entire interface of the mobile game should be reduced as much as possible, these three buttons are still too critical.
After all, in the moba game, you need to cooperate with your teammates at all times, and in mobile games, you also need to quickly let your teammates understand your intentions. Although these three buttons are small, they are very useful.
After finishing the most basic operating system explanation, we conducted man-machine combat and actual combat training.
However, Zhang Bei highly suspects that the enemy encountered in actual combat training should also be a computer, because the homicide is so cool...
A random shooter hero was chosen. The opponents all rushed forward stupidly. Zhang Bei's final record was 10-0-3, basically crushing the audience.
Also during the battle, Zhang Bei also discovered some features of this game.
First of all, the game pace is very fast.
If a battle is very smooth, it may end in more than ten minutes, and surrender in six minutes at the earliest.
Players have been fighting fiercely since they went online, replenishing troops and consuming each other, and because the number of skills has been reduced to three, players can click on big moves at level four, making all skills crazy.
At the same time, due to the further reduction in the size of the map, the faster the hero's movement speed and the more displacement skills, the pace of the game is further accelerated.
Secondly, equipment can be purchased anywhere on the map~IndoMTL.com~ without returning to the spring water.
This seems to be a more risky change, but after playing it a bit, Zhang Bei thinks this setting is great!
Being able to buy equipment anytime, anywhere, turning one's economic advantage into equipment advantage, is simply too important in this fast-paced game.
This also means that **** will become easier, because there is no need to worry about whether to go home or not, and there will be no huge deposits on the body, but the phenomenon of not replenishing equipment in time and being terminated by the enemy, some more powerful physical heroes can even Not going home at all.
And Zhang Bei can feel that the map mechanism should have undergone some changes, including the refresh time of wild monsters, the speed of creeps, and the role of various epic monsters, all of which are slightly different from "League of Legends" .
Even the health of the defensive tower has been weakened. In "League of Legends", the time for a tower to be pushed down is actually very late, but in "King of Glory", if the defensive tower is not fortified If it is, it will drop even at the second and third level of the hero.
All these settings actually point to one result, that is, the pace of the game is greatly accelerated.
"League of Legends" often appears for more than half an hour, even forty to fifty minutes of bladder rounds, but it will never appear in "King of Glory".
In "Honor of Kings", the standard game time is basically 15 minutes, and you can cast in six minutes, but the game drags to 30 minutes basically very few rounds.
In other words, in terms of game duration, this game is very suitable for mobile games.
From the experience point of view, the game "League of Legends" gives people the feeling of writing a propositional composition, which takes 40 to 50 minutes, and the whole operation is very tired, but the feeling of "League of Legends" is just It was like smoking a cigarette, and it ended without paying much attention.