Almighty Game Designer

Chapter 342 "The Havoc of Shang Gu" Preheating (Wugang)

Back at the studio, Chen Yu received an internal material from Baishun Bi.

This is a study written after Baishun Hua's study abroad last year, which is only available to MG E-competition Club insiders, and contains a more detailed analysis of the current state of play industry development in various countries.

Bai Shunhua repeatedly ordered Chen stranger, just look at this thing yourself, don't pass it on.

Chen Jiao's special status is not a player in the e-sport industry, but as a designer of the League of Heroes, he is also very helpful to the MG e-sports club, so Bai Shunhua is kind of a good sign.

However, in Chen's view, this internal material is not so precious. After all, foreign e-sports clubs will not run long legs. Domestic clubs can write this internal material if they can afford to study it.

Chen Jiao looked at it roughly.

The foreign e-sports industry is basically similar to previous life. The US, Europe and Korea have all developed well, with a good background, and there are several old brand clubs.

Of course, as in previous generations, Korea, in a parallel world, is at the forefront of the world in terms of the e-sport system.

This “front line” concept is not about accomplishments, after all, it is impossible for the more powerful electronics industry to govern all types of games.

In terms of track record, Conquest of the Legion has been completely transformed into a Korean-dominated game project, while in some FPS games, Europe and the United States have slightly suppressed Korea.

There is a special case of "Warcraft Competition", the strongest national uniform player, followed by the Korean uniform, followed by the European uniform. This has to do with Warcraft Competition being first launched in the national uniform, with many players, perfect ladders, early starts, etc.

In terms of performance, Korea's e-sport in a parallel world is far less dominant than it was in previous generations, and it has many projects that it can't help, but its professionalism is almost the same as it was in previous generations, which means that it still has enormous potential.

While domestic and European and American e-sports clubs were still fighting each other, Korea already had an e-sports association and a well-developed system for the operation of the event, as well as the regulation of players.

National cultural tendencies, upper-level support, social identity, professional management and normative events, combined with various factors, keep Korean e-sports projects alive at all times.

The President of the Korea Electronic Competition Association is a member of parliament, and his responsibility is to gain standing in parliament for e-sports, such as television channels, popularization, etc. The vice-presidents of the associations are senior business representatives who are not involved in management, but also have a very strong influence.

The establishment of a professional club is a market investment act of the enterprise, not the personal conduct of the owner, and the managers of the club are all corporate employees, not just those of an e-sports club.

This model is designed to provide protection for all players and employees. If companies abandon e-sports clubs, they are still employees of the company and the company must safeguard their work interests, even if redundancies are made in accordance with labour laws.

Therefore, some Korean second-line teams still exist and persist even if they fail to achieve results.

In fact, Korea Telecom is completely out of the gameplay category, and its sole purpose is to win the championship, which is a stressful job.

Professionalism is profitable, and if they don't win the championship, they even give up a game project and devote all their resources to projects that are easier to rule.

In this material, Bai Shunhua also highlighted the Korean e-sports development model and summarized a number of possible sections.

……

Chen Jiao finished reading the inside material.

This material merely helped him understand the current state of e-sport development in various countries around the world, but is not yet available.

The promotion of the League of Heroes is certainly not overnight. In Chen's previous life, the League of Heroes took three years from its emergence to its global flame, and has gathered the hearts and minds of countless people. The situation in parallel worlds is even more complicated. It is certainly unrealistic to want the League of Heroes to become a global flame within a year or two.

However, unlike fist companies, fist companies only need to constantly update the Heroes League game, but Chen can't, he has to constantly research and develop new games.

Afterwards, the promotion of the League of Heroes will definitely depend on the events, the game itself is not much updated content, as long as a few new heroes are released every other time to optimize the game content.

This will be a relatively lengthy process, and Chen intends to divide the current staff into two groups. Approximately one third of the former working group will be responsible for the day-to-day operation and maintenance of the League of Heroes, as well as recruiting some new recruits for future promotions, event scheduling, etc.

As for the others, the research and development of new games started at the same time. After all, time is precious for Chen Jiao, and there are many equally fun, equally amazing games to make.

……

In June, the Emperor's new game of reciprocal entertainment, the Havoc of Shang Gu, began to propagate preheating, and more and more information began to flow out.

Instead, they used the concept of "MOBA game” downhill donkey, with the slogan “Chinese MOBA, China's own MOBA”.

This game is based on ancient myths, mainly Huaxia myths, supplemented by the myths of other civilizations. The first version plans to launch 30 hero characters.

After all, there are many senior game designers under the Dynasty's mutual entertainment banner. Under the reference of a very successful competitive game, the research and development of Shanggu Havoc is very fast, and the main content has been completed in just over three months.

At the technical level, this "Havoc of Shang Gu", created by the Imperial Dynasty for mutual entertainment, is not lost to the League of Heroes, except for the background setting and gameplay.

In terms of gameplay, Havoc Havoc has comprehensively simplified the League of Heroes, mainly to further reduce the difficulty of getting started with MOBA games and to enable more handicapped parties to experience the core fun of MOBA games.

The Havoc of Upper Antiquity eliminated the equipment system and the economic system, freeing the players from the boredom of replenishment, so that they could concentrate on online spelling and consumption, making the previous line period more stressful and stimulating.

Meanwhile, the Havoc of Upper Antiquity adds many new mapping mechanisms that allow special currencies to be collected after killing wild monsters. Using these currencies activates the mapping mechanism to weaken enemy heroes and defenses, making the entire game more diverse and no longer confined to dragons and red and blue BUFFs.

Moreover, the game takes care of the new player's feelings to the fullest, the new player's death data will be hidden, and after the death of the enemy hero, each hero involved in the killing will complete a kill because it is a team game that does not encourage the robbery of the head.

Besides, without the economic system, there's no point in robbing heads. Wouldn't it be nice to remember a head for all the players in the war and make all the players happy?

Of course, the game will not be known until the test begins, but from the information currently released by the Emperor Dynasty, the game can be said to be fierce.