Almighty Game Designer

Chapter 281 Two Options (one more)

Though many players are enjoying themselves now, Chen Jiao is well aware that the overall way COG plays is still loose and far from becoming a truly qualified MOBA game.

In the eyes of the average player, this map is very interesting and unlike any game on the market.

Heroes are positioned differently and can work closely together.

Just manipulate one hero and be friendly to new players.

The pace is faster, up to 40 minutes per inning.

Combines teamwork with individual heroism.

Of course, players have a hard time perceiving the enormous potential behind this game, they just have a feeling that it's fun.

But that's not true for Chen Jiao.

After seeing the DOTA and LOL of previous generations, two MOBA games that are integrated and have very different characteristics, COG is now like a sieve in a stranger's eyes, full of sores and holes, full of vulnerabilities.

Not well positioned and poorly balanced when designing heroes.

The map layout is unreasonable, and narrow long strips in the field make the line extremely susceptible to GANK.

Positive incentives for players are grossly inadequate, not even special rewards and sound effects for killing, killing and killing.

The cost of learning is high.

The equipment system is loose and fragmented.

The operation still has a strong RTS game shadow and the opponent's handicapped players are extremely unfriendly.

Snowball is too noticeable and there are very few inventories.

Now the players are having a great time, just because a game like COG has just appeared, everyone is very vegetable, very happy to win, and the frustration of losing is not so strong.

In an environment where chickens peck each other, the fun of COG is amplified indefinitely, so it looks beautiful.

But what if the players are getting better, understanding the game is getting deeper, and more and more sets are being developed?

Players will need a gauge to measure their level, and the ladder will come into being. What happens when everyone plays games to win, when there's a bunch of players on the ladder who have a deep understanding of the game and are good at what they do?

Then COG's flaws will be amplified indefinitely.

Someone will definitely spray it. The Dark Ranger's chances of winning are too high. She's too strong. Let's weaken the Blood Master!

Or people will say that your wild monster numerical setting is too unreasonable, your wild area is too small, this game is too tired, too few inventories...

Every imperfect little setting will be a gateway to the dam, eventually causing the game to collapse completely.

That's why Chen Jiao didn't take out the MOBA game from the beginning.

Numerical equilibrium is too critical to even say that it determines the life of MOBA games. If Chen Qiao suddenly launches an imperfect MOBA game, it will send this advanced concept to other designers. The end result is that other big companies make a better MOBA game, and Chen Qiao loses blood.

This is absolutely unbearable.

However, at this stage, Chen Jiao finally has the strength to bring MOBA games into the world.

In fact, Chen Yu had already decided on a development plan, but a lot of things came together to make the game's R&D plan even more urgent.

After the Dynasty merged with each other and the magical gaming platform, almost half of China's channel providers have joined forces to surround Chen stranger's thunder gaming platform.

Overseas, MOBA-enabled game COGs have also emerged, and a partnership has been established with GA, believing that they will soon launch a more sophisticated version of MOBA.

Now for the stranger, it is necessary to sweep the entire domestic gaming market with a game of absolute dominance in order to completely destroy the great channel built by the empire in association with the illusion, and to hold the MOBA game as a rocking money tree firmly in your hands.

In Chen Jiao's past life, DOTA and LOL, as two MOBA games of peak creation, have basically explored this game type to the extreme, but the two games ended up on a completely different path.

DOTA has achieved the ultimate in equilibrium, with almost every hero having his martial arts, changing tactics and competitive edge.

However, DOTA has not been able to complete the large-scale expansion and harvest of the MOBA market despite its first appearance due to high difficulty in getting started, painting style, historical reasons, etc.

LOL is on a different path.

By changing the style, simplifying the operation, and fixing the routine, LOL minimizes the difficulty of getting started with MOBA games, making it popular with many people who don't play DOTA, and under a stack of objective factors, completing the harvest of the MOBA market, becoming the hottest game in the world.

However, this raises a number of other issues, such as routing, poor equilibrium, low operating ceilings (relative), etc.

Every time LOL is updated, there will be some Cold Gate Heroes and Popular Heroes, and while there are some heroes that can be developed, there are still a lot of heroes who can only sit on the Cold Bench, completely unexpected in high-end games and professional games.

So, can we take both lengths and create a perfect MOBA game?

Basically impossible.

Obviously, both games can see each other's strengths and weaknesses, and both are attempting to make some changes in their respective directions, but they are, after all, already on two completely different paths.

Simplifying operations and expanding the user base inevitably lowers the upper limit of game operations and even disrupts some equilibrium, making fish and bear palms incompatible.

Both games have evolved to the ultimate MOBA game, and DOTA is like a chess game with more changes, but it's hard to get started and relatively small; LOL is like chess with clear rules and lots of players, but the set is relatively cured.

For Chen, DOTA is good, but he must now maximize his player base and rob his player base with an appalling game by combining domestic channels to rob users of their resources.

At the same time, he will use this game to maximize his monopoly on the MOBA gaming market, killing any game that attempts to imitate and then tries to dominate.

Consider it all together, or do you want to do LOL more in line with Chen's current needs?

Of course, another important reason is that Chen Jiao doesn't play DOTA in his previous life.

Even with the MEMORY RECEIVATION MEDIUM and barely recalling some hero skills, it is difficult for Chen Jiao to reproduce DOTA perfectly.

As for the League of Heroes, Chan will certainly not move it out unchanged, after all, his numerical abilities are already strong.

And in Chen's previous life, the League of Heroes has been constantly revamping and innovating over the years. Many ideas are constantly evolving, and Chen Jiao will not be confined to design concepts that are clearly obsolete.

When Emperor Dynasty entertainment and fantasy gaming platforms began to work together and wanted to prove their channel's powerful promotional capabilities with explosive games, Chen Yu also planned to come up with one of the hottest games to teach them to be human beings.