With the rising popularity of "Battlefield", it can be said that the failure of "Star Wars" is already doomed.

In the beginning, Apex's word-of-mouth was crushed in terms of plot, and they pinned their hopes on the multiplayer mode, but then the multiplayer mode's mixed reputation made them fully understand that "Star Wars" has been completely exploded.

Originally, there were quite a few anchors broadcasting the multiplayer mode of "Star Wars" on the major game live streaming platforms at home and abroad. After all, "Battlefield" was broadcast by too many people. Although the popularity was high, the competition was fierce.

But while broadcasting, many anchors found that not only were they uncomfortable playing, but audiences were also uncomfortable watching.

The reason is that after "Star Wars" pinned its hopes on the multiplayer mode, it immediately updated new modes, such as the launch of the exclusive mode.

Ranking mode, it can be said that any game player is familiar with it.

A mode that exploits player psychology.

This is the so-called leaderboard.

For example, the so-called weapon spectrum in martial arts, the heavenly list, the ground list, and the human list, these can actually be regarded as rankings.

Putting it in the game is the so-called rank or score, and even the PVE mode also has the so-called ranking mode. Simply put, it is to use the competitive spirit of the players to make the game sticky to them.

It can be said that many games use this method.

This can also be regarded as a setting where the beholder sees benevolence and the wise sees wisdom.

Similar settings have been added to games including "League of Legends", "DOTA" and "Warcraft".

And it also officially benefited from the ranking setting, which brought a high degree of activity to the game from a certain angle.

But not all games are suitable for this mode.

For example, "Overwatch" developed by Nebula Games before and "Battlefield" recently developed. These two types of games are not suitable for this type at all, but for most ordinary players, it can be said that they are not suitable for this type of game. Suitable.

The main reason is to let the players in the game change their attention from entertainment to a strong sense of honor in winning and losing.

Before ranking,

Most of the players basically laughed when they won. Although they were a little depressed when they lost, they just sighed with emotion.

However, if the ranking setting is added and everything is linked to the score and rank, before there are major changes, the harsh environment in the game will be exacerbated.

The ranking mode in "Warcraft" is limited to the 1V1 mode, which means that if you win, you will be awesome, but if you lose, you will be inferior. There is nothing to say about this.

"League of Legends" and "DOTA" have hundreds of heroes and a variety of equipment. There are too many factors that determine the outcome of the game, full of various variables, which is the so-called game understanding. degree.

Coupled with a large number of heroes, with various styles of play and positions.

It can be said that players can have all kinds of expectations. For example, some people can rush to the diamond level when they play the ADC position, but they are golden when they play the support position.

Or some people are not suitable for laning, playing online heroes, that is, silver level, but for the understanding of the situation, playing a jungler who does not need to predict the skill is not very high, but can revitalize the whole team.

To put it simply, it is to let players have a sense of expectation, just like drawing an SSR card, you will always believe that if you send out a miracle, the next SSR will come to your wife.

But it's different in "Battlefield" and "Overwatch". There are too few choices. For example, "Overwatch" cannot produce outfits and there are only so many heroes. This is destined to have some strengths in each version. Heroes, this creates a rigid lineup, coupled with a certain degree of natural restraint, it is even more difficult.

It's the same in "Battlefield". It's just that in ordinary passerby games, if someone sinks the dreadnought, everyone will be surprised. Most people will be a little depressed at most, and players with a strong sense of victory will Rather angry.

But if it is linked to their own score in the qualifying match, then the first reaction of most players is to report and block, don't let yourself encounter this evil pen again.

This type of game usually has a common feature, that is, there is no way to rely on one person's personal ability to lead the team to victory, or the requirements for the player's personal ability are too high.

For example, in traditional FPS, even if your teammates are 4 Muggles, as long as your marksmanship is strong enough, you can still lead your teammates to victory in 1V5.

But this can be said to be difficult to do in "Overwatch" and "Battlefield".

The game that most tests teamwork is not suitable for emphasizing the game of winning and losing, but more suitable for entertainment gameplay elements.

Through some games in the dream memory, as well as the actual statistics, Yang Chen also came to a corresponding conclusion.

Apex's "Star Wars" belongs to this type. On the one hand, the game itself is unbalanced, and the depth of content is not as complicated as imagined, plus the multiplayer battle situation that emphasizes battlefield factors.

This has led to the fact that in "Star Wars", what basically determines the outcome of a game is to capture the armor.

And once you get the armor, even rookie players can kill it very happily.

In Yang Chen's view, such a setting should belong to "Star Wars" to take care of novices, but in fact it has become a setting that snowballs the experts.

Coupled with the setting of qualifying, it directly made the original environment even worse.

It was quite hot at the beginning, but after a week or so, the number of players passing has even caused problems with the original game's matching mechanism.

Insufficient watershed between players at each level, resulting in long matchmaking times.

For a confrontational multiplayer game, the number of matching players is insufficient, and it can even be said that a game has half a foot in the grave.

Because there are only three ways to change, but no matter which one will have serious consequences.

The first is to let it go, so you play a set for ten minutes and match a set for five minutes; the second is to force a match, which leads to a large difference in the level of the players; the third is strong and weak, which seems to make both sides It's fair, but whoever loses, the negative feedback will explode immediately.

It can be said that any method of change will make the game start to go downhill, unless it can increase the fresh blood of players.

With the emergence of this situation, some players who originally stayed in "Star Wars" because of the theme and background setting of the game itself found that the sense of experience is getting worse and worse, the matching time is too long, and the gap between the enemy and us is too large. big.

All this hastened the collapse of Star Wars.

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