Game Entertainment Empire

Chapter 531 The game is free, CG is the main body

Putting aside the competitive elements, directly make it an entertaining game.

Unlike "League of Legends", which weakened the entry threshold and was more entertainment-oriented, Yang Chen decided to make "Overwatch" an entirely entertainment-oriented game, rather than a professional competitive game.

Why did "Overwatch" in the memory of the dream suddenly dissipate after it became popular? From Yang Chen's point of view, the unstable update of the cheats is one aspect, but the trade-off between entertainment and competition itself is not well done.

At the beginning, "Overwatch" did not launch a special competitive mode such as qualifying, which led to the fact that when it was launched in the early stage, basically the lineup that everyone encountered in the game was the Shimada Brothers, rebuilding the empire, and then Coupled with Likong, 76, and McCree.

What five output, six output lineup can be said to be very common.

After all, everyone has a heart to show off.

The thrill of Widowmaker shooting one by one, Hanzo destroying the enemy with a dragon group, Genji drew his sword and killed six times, and McCree has arrived at noon, how handsome it is.

In comparison, those with a sledgehammer, or Lúcio's stop here, are basically all contributing to their teammates, and naturally there are fewer people who love to play.

This is obviously different from Blizzard's original intention. What we think is that players should cooperate with each other!

How can you all play output?

This game is not played like this!

So Blizzard began to teach players how to play the game.

First of all, the output is too strong, let's cut it, and strengthen the tank and support by the way, so that it is difficult to kill the opposite tank or healer when you output only one person, and then restrict the same heroes to play, in the open qualifying match.

So this game, which everyone thought was entertainment-oriented at the beginning, directly became competitive.

As a competitive game, the ultimate core of happiness is obviously to win, and the feeling of the loser as a competitive game must also be taken into account.

In "League of Legends", players can clearly understand why they win and why they lose for each position and data in "League of Legends", and powerful players can also help the team win if they get economically crushed through operations.

But in the competitive direction of "Overwatch", even if the C position makes a big move and kills two or three key players on the opposite side.

But when the opponent has a big move and one's own has no big move, it is still difficult to win the team's victory.

Because the ultimate moves of most heroes in "Overwatch" can have the effect of turning the tide of the battle.

Secondly, there is another most critical point, that is, the problem of tutorials for beginners.

It seems to be wearing the skin of an FPS game, but for "Overwatch", in most cases, what really affects the victory of a team battle is not how accurate your guns are, but the use of big moves and skills.

Tanks, output, and healers can be said to be a whole. Games such as "DOTA" and "League of Legends" have very clear novice tutorials, telling players what kind of abilities each position has.

For example, the support is to make the big brother take shape, so as to lead the team to victory, the front tank is to protect the formation, protect their own support and big brother, and the ADC is to kill whoever can be killed, and hit the highest damage. Assassin is Kill the core character with the highest output point of the opponent, even if it is exchanged for one.

These "Overwatch" in the dream memory did not have systematic teaching.

In addition to this is a very important point, that is, the entertainment-oriented gameplay and the PVE mode, these are modes that enhance entertainment.

However, in the dream memory, these things did not start to be gradually launched until the popularity of "Overwatch" dropped sharply.

A personal competitive mode specially prepared for players who like to play C-position output, a two-person team and a three-person team confrontation mode specially prepared for players who like small-scale confrontation.

There is also a random hero mode, a mode in which players cannot use ultimate moves, and a battle spree similar to unlimited firepower, and even a custom mode that allows players to make their own game rules.

Even the PVE mode that players have been looking forward to has only been released a few times during festivals, and then the news that players waited for was that it was directly released as a new game.

As for the multiplayer part? The second generation and the first generation can be matched together.

So what is this new game called? Isn't it equivalent to a DLC content?

And these entertainment-oriented models, without exception, are launched one by one by the manufacturers after the popularity of the game has almost dissipated.

Including another battle royale game "PUBG Mobile" is actually a bit similar to the situation of "Watching Pioneer".

When the game was hot, the official felt that they were number one in the world, with slow updates and the attitude of "I teach players how to play the game".

When the popularity of the game dies down, various activities, updates and new content will be launched frantically.

There are so many lessons learned in the dream memory, and Yang Chen's goal for "Overwatch" is very clear, that is to put aside the competition and focus on entertainment.

In the early stage of the game, there are not too many modes to open.

Ordinary optional mode, players can choose whatever they want; personal competition mode, players will be resurrected immediately in the map, and the player who kills 40 enemies within the time limit or the player who kills the most enemies at the end of the time wins; random mode, every time the player dies Players randomly select any hero, and committing suicide at the same time will not replace the existing hero; in the blind draft draft mode, players from both sides select heroes for the opposing player, and each hero can only be selected once.

Regarding the early stages of the game, Yang Chen quickly decided. In addition, there will also be a story mode when it is launched in the initial stage, mainly to allow players to more accurately understand the skills and positioning of the heroes in the game.

In other words, it can be understood that this plot mode is a novice teaching mode.

Yang Chen wasn't too worried about whether the game would be successful, because the "Overwatch" in the original dream memory was just an ordinary matchmaking mode when it first went online.

The question Yang Chen is most concerned about is whether these changes he made can make the life cycle of "Overwatch" longer.

Little by little, he perfected the design ideas for the changes to "Overwatch", took a sip from the water glass next to him, and suddenly Yang Chen thought of something.

"By the way, CG animation!"

Yang Chen clapped his hands.

If you want to talk about what other aspects of "Overwatch" in the dream memory are commendable, except for the butt, it is the CG animation related to the plot of the game characters.

As the leftovers of "Titan", there is no doubt that "Watching Pioneer" also has its own worldview.

Integrating its huge world view into PVE is definitely a big project, and Yang Chen's initial plan was to promote the PVE of pass-through, rather than the purely plot one.

Under such circumstances, there is no doubt that CG animation is the best way to complete the game plot.

And Blizzard did the same in the dream memory, or they have always done so.

After all, film companies that are not doing their jobs are not in vain, and some players even reported that the game was given away for free, and the CG is the ridicule of the ontology.

If you have to say who can be more ruthless than Blizzard, after much deliberation, Square Enix, who really made movies and almost bankrupted himself, is better.

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