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Chapter 99 Differences in Repeatable Play Rates

Although having confidence does not mean you will definitely win, it at least means that you have confidence to win.

Shooting games are a big category, and not every manufacturer can handle this category easily.

It's like Blizzard Entertainment, starting from the era of StarCraft, it's like making a shooting game for Nova.

However, it was not until many years later that they dared to actually launch the shooting game Overwatch.

Although the shooting game does not look difficult, it has high requirements for the feel.

This requirement for feel is different from the punch-to-meat blowing feeling in Japanese games. Instead, it adjusts the shooting feel through recoil, screen tremor, and other small details.

In addition to the shooting feel, the most important thing is the smoothness of the picture and the breadth of the perspective.

Shooting games are different from other types of games, and this is a game with a particularly strong sense of substitution.

Players either use the character's main perspective or the character's shoulder-length perspective to observe the entire game world.

During high-speed movement, if the smoothness is not enough, if the viewing angle is too narrow or too wide, it will cause a problem, that is dizziness and nausea.

Therefore, it is even more important to train this aspect well than the feel of shooting.

If these factors are aside, the reason why "Counter-Strike" is so popular among players.

In fact, there is no mysterious element, but it is almost inevitable.

Most games are actually designed by game designers, and then players consume content.

The speed at which game designers design content is far slower than the speed of players' consumption.

Therefore, the design cycle of a game may take one or two years, and it may take thirty or fifty hours to pass the game.

Even if the game content is added by adding expansion packs, the content added is often not enough for players to play for many hours.

Of course, the energy of the game designer is limited, and it is impossible to design an endless game that can never be played.

Therefore, how to let players play for longer when design elements are limited has become the direction most games are looking for.

For example, almost all games on the Wanhu Battle Platform are developed in the direction of player confrontation.

Why develop player confrontation?

Because player confrontation can make "limited content reveal endless possibilities".

Just like there are no two identical leaves in the world, players will not have two identical games in the game.

Therefore, for the same map, a scene, and a content, players can spend multiple times and will not feel bored.

In this way, will the efficiency of scene utilization be greatly improved, and the cost-effectiveness of each scene map is greatly improved.

At the same time, players are now opening up to create MODs, and countless players have also begun to produce new content for the game.

Although the new content they produce may be just a level of passing, their efforts, but they often have some wonderful ideas that can become popular products.

Even if there is a lack of fantasy ideas, some of the steady content is enough for other players to repeatedly consume content.

To put it bluntly, new branches are added to the towering tree of the game. Some of these branches are beautiful, some are graceful, and some are malnourished.

Remove those bad things and leave those good things, and they will be some high-quality game content.

Even the most high-quality parts can be inserted into the ground alone and become a brand new game.

The designer of "Counter-Strike" may not have thought much, but he correctly applied the various theories that can increase players' game time.

You should know that the most mainstream gameplay of real-time strategy games like "Starcraft", are single-to-one, and the requirements for everyone's level are too high.

"Counter-Strike" is different because it is a many-to-many game. Even if some players are not very good at their level, they may still win in this game.

As for a battle game, whether players can continue to play it, it is not whether they lose or not, but how much they can win and how much pleasure they can get when they win.

Although the group confrontation mode of "Counter-Strike" may reduce the pleasure of the player's harvest after each victory, the number of times he wins is not completely positively correlated with his own level. He can give positive feedback to the player when the player just starts playing so that the player can continue to play.

Compared with real-time strategy games, this is an advantage and a big advantage.

You know, "StarCraft" has been released for so long, and even the number of old players who have accumulated is endless.

These old players generally pass the technical level, but ordinary games often become very exciting.

But the problem is that their level is too high compared to novices, which is not a friendly thing for novices.

A large number of players were beaten to a bruised nose and swollen face when they just started the game, and almost couldn't take care of themselves.

Everyone plays games for happiness. Could there be any player who plays games for being defeated by others again and again?

Maybe there are players with a strange mental state like this, but they are definitely a minority among the few.

Therefore, the growth rate of new players in StarCraft is very slow. Even if tens of thousands of households make various incentive policies, it is difficult for new players to retain them.

It makes Takahashi feel like he wants to learn from Tencent Tianmei Studio's approach.

In the battle between normal players and players, add a large number of robots.

These robots are the training of new players, helping new players gain self-confidence and also improving the proficiency of new players.

Only after the level reaches a certain level will you start to fight against real players.

In fact, this system is also available in "Starcraft", but most players do not like to play computers, but like to play real people when they come up.

Tianmei Studio’s approach is to not call computers a computer, but to be on standby in the matching system as a real person.

However, Wanhu is not as easy to do as Tianmei.

If Wanhu did this, it would probably not take long before the StarCraft forum would explode.

Because the core fun of "StarCraft" is the confrontation between players and players.

If computer players are added to the matching system, would you look down on the strength of real players?

You should know that because of the limited computing power of computers, the combat power of computer players is improved through various cheating.
Chapter completed!
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