Video Game Designer

Chapter 198 Proficiency

The difficulty is high, not to say that it is not good, but there is no doubt that for ordinary players, this is not a very happy thing.

Difficulty of getting started This is a problem that any game that wants to be successful must face, such as the world's most classic Star Wars online game EVE, even though it is very well-known and rated as a masterpiece.

But it is undeniable that its audience is too small. The total number of global accounts of EVE is only more than 3 million. Ten thousand, this is also counting the data of opening trumpets and studios.

When more people talk about EVE, they usually use it to brag.

What, oops, this game is not difficult at all, it's too rubbish; spicy chicken game, is this also considered a hardcore game? Let's talk about it after playing EVE, little brother.

But you really want him to play EVE?

Sorry, such a complicated game, how can I possibly continue to play it?

Although it's just a joke, it's just a stalk, but there is no doubt that the difficulty of getting started is important to a game.

Real-time strategy games have gradually become niche, and their popularity has dissipated. Even now, the popularity of WAR3 projects is far inferior to that of DOTA, a map originally derived from WAR3.

In addition to the advantages of its own game mode, compared to the difficulty and complexity of WAR3, it is obviously much easier to learn DOTA, which strips away the need to manipulate large-scale troops.

In addition to this, there is another very important reason, that is to magnify personal heroism, which is a feeling that is difficult to experience in WAR3.

If you have to describe it, it is equivalent to playing FPS games such as Counter-Strike. In the endgame where the opposing team has not suffered any casualties and all your teammates are hiccupping, you alone will show off your power and fight against the enemy. The feeling of group destruction leading teammates to victory.

This is a feeling that everyone wants to pursue when playing DOTA.

"The technical content is not high, and the required cost is not high, but the real difficulty is the value, including the hero design." In the venue where he has already stood, Chu He is still sitting in his seat and thinking.

Is there a technical problem with such a game?

For the current Tianhe Network, it is simply trivial.

Such a game requires less cost.

But the most critical point is the balance of the game.

Unlike PlayerUnknown's Battlegrounds, which is dominated by randomness and entertainment, two-player games such as DOTA are very competitive.

At the same time, the balance of the game is also very important.

PlayerUnknown's Battlegrounds is different, even if the game is unbalanced, such as some guns are too powerful, for example, as long as you occupy a house in a safe area in the third person, the victory will increase by at least 50% or more.

But these can even be summarized as the characteristics of PlayerUnknown's Battlegrounds, because everyone is fair and on the same starting line.

But games such as DOTA are different. It can be said that at the beginning of the DOTA players, everyone is balanced but unbalanced.

The reason for balance is that when everyone goes out, their level and equipment are the same. They need to kill minions online, wild monsters in the wild, and other players to gain money and experience, so that they can become become stronger.

But the imbalance is because of the hero chosen by the player.

For example, if a certain hero is too strong and a certain hero is too weak, then the player who chooses these two heroes will have a skewed win-loss ratio from the very beginning.

And this balance problem is almost an unsolvable problem.

"Hero restraint is similar to the mutual generation and restraint of the five elements." Chuhe remembered it in his heart.

This is the simplest and most secure method.

And DOTA basically follows such a design concept. For example, there is a stalk in the mouth of DOTA players, the clone overcomes the dizziness, the dizziness overcomes the split, and the split overcomes the clone, forming a perfect cycle.

Although it is not accurate, it also illustrates the design concept of heroes in DOTA, that is, heroes who restrain each other, and there is absolutely no hero with a perfect mechanism.

"I'm sorry, sir, the game is over, can I ask you to leave the venue?" While Chuhe was still thinking, the staff of the venue came to Chuhe's side and said very politely, but there was a smile in his eyes. a little curious.

Obviously the game is over, why is this person still sitting here?

Could it be that the loyal fans of the losing team are so sad?

Hearing the staff's words, Chuhe immediately recovered from his own world, stood up and smiled apologetically: "Sorry."

After leaving the venue, you can see the champion team next to them, surrounded by a group of fans, signing autographs.

Compared with a few years ago, the current e-sports environment is obviously much better.

Other competitive games such as Counter-Strike, SC, WAR3, and DOTA basically have external capital injections, forming a complete industrial system.

Including the domestic e-sports system, it is already very complete.

Among them, there is a special e-sports event about the Meteor Butterfly Sword.

"Compared to remaking a DOTA-type game, today's DOTA is undoubtedly a mature game system, but it seems that Blizzard does not pay much attention to such a map derived from WAR3." No past to join in the fun After leaving the venue, Chuhe found a stool outside and got down, opened the laptop he was carrying, and tapped on it.

But the shortcomings are also very obvious, that is, limited by the defects of WAR3 itself, it can be seen that many game mechanisms cannot be realized in DOTA.

For example, the superposition of the magic ball and special BUFF, etc., these can be solved, but it takes a lot of effort, and it will also lead to instability of the map.

Independent game engine, independent of WAR3, this is the development trend of DOTA games.

"Perhaps, I should contact the producer of DOTA - Ice Frog and his team."

Although the IP trademark of DOTA itself, as well as the character models in it, including the copyright of the map, belong to Blizzard.

But what is really important is not the IP and the modeling in it, what is really important is the production team behind it, that is, Ice Frog and his team.

"Maybe I should get in touch with the other party?" Chuhe thought in his heart.

Although the current Tianhe Network already has a huge project "Red Dead Redemption" in preparation, it is not that there is no room for other games.

With sufficient funds, it is completely affordable, and the development cost required for this kind of game project is not too much.

After playing Big Cousin, what impressed me the most was not the plot, the novelty of the gameplay, or how awesome the graphics were, but the details in the game.

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