Game Entertainment Empire

Chapter 292 My Lord, Times Have Changed

However, when the players are still immersed in the DLC "Snake Eater" about "Metal Gear: The Phantom Pain", and when they are about to win in "Yu-Gi-Oh", they use "good fight" to play psychological games.

Yang Chen was in the studio discussing some issues with the team about "Warcraft".

"Assassin's Creed" has basically determined the main direction with Lin Jiayi, and with Lin Jiayi's ability, Yang Chen is relatively at ease. First, he will make a demonstration of "Assassin's Creed", which is biased towards the core of the game. style.

As for the focus of the game "Warcraft", Yang Chen chose to separate competition from entertainment.

As an RTS, it can be said that "Warcraft" is a masterful production in dream memory, including many subsequent games, it is difficult to escape the shadow of "Warcraft".

And such as the fog of war, heroes, attributes, and unit UIs, these may not all be the first creations of "Warcraft", but most of the latecomers are definitely most influenced by "Warcraft".

But on the other hand, we also need to face the fact that the RTS gameplay is indeed in decline. Even if "Warcraft" can be described as a classic game in the memory of dreams, we must face a fact.

That is the extent of its popularity, and it has something to do with the era of the game, because when it was released, the world in Dream Memory was in a prosperous period of RTS peak.

Great games such as "Command and Conquer: Red Alert", "Age of Empires", "StarCraft", "Homeland" and "Sweeping Army" made the RTS games in the game circle popular at that time. Of course, so many classic RTS games appeared. The reason is related to the platform configuration at that time.

But it is undeniable that the emergence of these games created the glory of RTS in that period.

But just like the sun will never never set, RTS will decline.

Because RTS has a fatal flaw, that is, the unique characteristics of its games, which are doomed to RTS games, and rookies can't have much fun unless rookies peck each other.

In other types of confrontational games, in FPS games, you may be able to steal your ass and win the game by following the team to catch fish when facing the master.

But what RTS pays attention to is the micro-control of units and arms, as well as the understanding and operation of the game, and this happens to be something that all rookies lack. After all, if you understand these, you are not called a rookie.

The RTS type of gameplay is certainly excellent,

But in terms of game experience, it is doomed that the biggest main force in the game, that is, players who focus on personal experience and entertainment will not stay for a long time.

They would prefer some entertainment-based games. From the memory of dreams, the content of RTS battles in the main body of "Warcraft" gradually declined. Instead, various entertainment maps that were born because of the map editor became more and more popular. Suffice it to say it all.

Of course, Yang Chen didn't mean to give up the competitive element in the game, but he didn't just define "Warcraft" as a purely competitive game.

Competitive games can also have entertainment gameplay, and the map editor is undoubtedly the core of this game's entertainment gameplay.

And in an RTS map, experiencing the gameplay of RPG games is definitely a groundbreaking even in the real world.

Because almost all RTS games on the market focus on competitive elements and emphasize fairness. This is why Yang Chen has confidence in "Warcraft".

"The campaign levels shouldn't be too difficult. Most of the game's campaign levels are for players to play as novice tutorials, but in "Warcraft", we don't do this." Yang Chen looked at the team and said something Make them a bit scratchy with the request.

"The combination of campaign and plot, we need to allow players to get involved in the plot of the campaign and understand the world of "Warcraft". All unit camps have their own stories, and each hero also has its own legendary story. , and even each map has a special battle." Yang Chen looked at the team and said.

It's going to be a massive story series, there's no doubt about it.

Combining the plot with the performance of the battle and the entertainment gameplay of the map editor, these two points will focus more on competitive elements.

Because in the current game market, competitive RTS is not mainstream, and this cannot be changed.

Even if the content of "Warcraft" is really excellent, and even its balance is very good, but if you rely on the label of competitive RTS, then this will only be an excellent game, not a classic.

This is not a problem with the conceptual design of the game itself.

To paraphrase a sentence: My lord, times have changed.

Times make heroes, and that's roughly the case.

Several key points were mentioned in the requirements for the game, and at the same time, the prepared GDD part was distributed to everyone.

After everyone returned to work, only Yang Chen and Wang Yaliang were left in the conference room.

Looking at Yang Chen, Wang Yaliang, who heard the whole story from beginning to end, asked a little strangely: "What do you want me to shoot? RTS games don't need to adjust the shooting of cutscenes, right?"

Although she has never played an RTS game, Wang Yaliang is no longer the novice before. With the accumulation of learning and the large platform of Xingyun Games, it can be said that her accumulated experience is even better than that of some small players. There are more designers in the factory.

Looking at some RTS games with excellent sales and reputation in the industry, it seems that she is not needed to shoot cutscenes at all, right?

Hearing Wang Yaliang's words, Yang Chen couldn't help but smile: "Who said there is no need? Why can't RTS have independent plot stories and CG cutscenes?"

In the game era in the memory of dreams, the unique innovative RTS gameplay was the main selling point, but now after more than 20 years of development, the story of the Warcraft series and the innovative gameplay of the map editor are the main selling points. .

Yang Chen has a very clear understanding of this, and the reason why he didn't make "World of Warcraft" but gave priority to "Warcraft" is actually very simple.

That is no money.

If it is a very rough model in that era in the memory of the dream, and the engine, it is nothing compared to today's Nebula games.

But it is estimated that there will be no players interested in it. After all, it is still the same sentence, and the times have changed.

Next-generation game technology, top-notch picture quality, physical effects, etc., to produce a huge MMORPG online game, this will definitely cost the current Xingyun game's life.

If it is really such a big production that looks crazy to outsiders, nothing else will be said.

The next day Xu Yu was able to rush into his office with a small bench and talk to him anxiously.

Taking "Warcraft" as a starting point, slowly spreading the IP of Warcraft, this is what Yang Chen wants to do.

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