Almighty Game Designer

Chapter 327 Response Strategies

The characteristics of the League of Heroes have been repeatedly analysed.

Numerous professionals are studying the intrinsic and extrinsic factors that make this game a fire, such as operating modes, art styles, core play methods, profitability models, promotional tools, etc.

There are also some designers who are wondering if they can take a ride to the League of Heroes and make a game similar or even superior to it?

Especially companies such as the Imperial Dynasty Recreation and Fantasy Gaming Platform, which are grabbing users with Chen stranger Thunder Gaming Platform, the reality of the League of Heroes is too lethal in this critical juncture.

Originally thought it would be a long-lasting battle, setting the new game to go live even later in May and June, Chen Jiao suddenly took the lead, launched the League of Heroes a year ago, and drilled a hole during the New Year to push the game directly to a very high heat through massive promotional means.

This channel is overwhelmed. What if we roll out the competition again in May and June, as planned? It was too late, the yellow cauliflower was cold.

In just over a dozen days, the League of Heroes has reached this level of popularity, who can predict what will happen in three or four months?

Perhaps the entire PC end market will have been cleaned dry by then.

And these gaming companies came up with some of the following strategies.

The first option is to accelerate the development of competitive games and get them online early.

But the program was soon rejected, because Project: S and Three Realms are big games, VR and PC connections, and the workload is there, and the R&D schedule is already in a hurry, so it's impossible to get online early.

Moreover, many designers, after analyzing the game pattern of the League of Heroes, have doubts as to whether these two competitive games pose sufficient threats to the League of Heroes.

Because the two games are still old-fashioned shooting and role-playing games, they already have relatively mature products on the market, while the League of Heroes is an entirely new mode of gaming, and it's obvious which would be more popular.

Never heard of new game types replacing old ones, never heard of old game types being able to kill back.

The second option, R&D, is a game similar to the League of Heroes, known as the Wind or the Village.

Obviously, this is the best strategy these companies can do right now, unless they can discover a better game model. But "Discovering Better Game Mode" is something they've been trying to do, and it's never going to be done overnight.

So, the wind and the cottage, though very low, are the best options right now.

Besides, it is unlikely to fail with the wind or the mountain, and there are many examples of the anti-super original game of the mountain village.

There are also several options for the villages, whether it's a PC game similar to the League of Heroes, or a similar game for other platforms.

The VR end is definitely not going to do it because it's too much investment and too much risk. Not to mention, the League of Heroes captures so many players, relying on these features of low configuration, easy access, and God's perspective, and turning it into a VR game is as unrealistic as turning an RTS like Warcraft Game into a VR.

Without God's perspective, players will not be able to control the state of the entire battlefield well, interaction and collaboration between players will become extremely difficult, and with the shrinkage of the group of players, much of the fun in this game will be lost.

It was also suggested that similar games could be played on the mobile side, which seemed relatively reliable, but whether or not to do so was uncertain.

Mainly a game changeover platform, meaning that players' operating habits will change with it, how do we avoid some "pits” or do we have to think about it in the long run?

For example, how should you unlock non-directed skills when playing League of Heroes on your phone? How should we make up the army? How should I view a small map? How should you signal your teammates? How should you determine which hero the player wants to attack among several heroes?

How do you ensure that players do not accidentally touch a screen that is so small if you are replenishing with your hand? And even if it doesn't touch by mistake, the players in one round are going to leave and have to fill in, at least a few hundred clicks on the screen, who can stand it?

These problems, which seem to Chen stranger to have a clear solution, are completely unknown to other designers, even if they are trying to be transported to a mobile phone platform, they need at least one solution that looks affordable.

So, the plan could be considered, but it would inevitably be delayed.

For a long time, the most reliable way to do this is to make a game on the PC side to contain the current heat of the Alliance of Heroes. Even if you can't fully capture market share, at least take a ride, it's easier to understand the intrinsic characteristics of this game.

After all, the various algorithms and data of the League of Heroes are unfamiliar. These player data are essential for the promotion and improvement of the game. Without these data, it is difficult to really understand the taste of the player or make a truly dominant game.

Imperial Dynasty entertainment met with staff related to the phantom gaming platform several times urgently, and finalized the strategy after the year.

First, for the COG, which currently appears to be the most complete, Dynasty Recreation will urge GA to modify the game to better suit domestic users' habits and improve low retention.

Of course, GA is likely to ignore this, and there is nothing the Emperor can do to entertain each other, after all, they are just agents.

Secondly, Imperial Dynasty Recreation will develop a brand new game, "The Havoc of Shang Gu", using Jin Jie Guang's experience report as a template to comprehensively simplify the game mode of "League of Heroes", hoping to be able to tap into the corners of "League of Heroes".

After all, the League of Heroes simplifies a lot of games relative to COG, and the effect is immediate. Lin Chaoxu also hopes that the simplified Shanggu Havoc can be turned upside down.

Of course, the Imperial Dynasty doesn't have that much resources to entertain each other, and in order to fully develop new games, Project: S's R&D program was put on hold, which means it became the first game to be eliminated.

Because this is an FPS game, PC and VR interconnection is inherently hard to do, and currently it doesn't look competitive at all, so I can only put it on first.

In addition, the Three Realms of Zen Recreation will continue to be developed.

In Lin Zhaoxu's view, COG's play method is too complicated, after the players have used to the League of Heroes, it is difficult to start again, and GA's side is very uncooperative, and has not reported much hope.

And Three Realms is a traditional MMORPG. Even innovation can't change much. There is also little hope for the impact of a new game type like the League of Heroes.

In this way, instead, this simplified version of the Havoc is most promising and most likely to lead to a turnover.