Almighty Game Designer

Chapter 418: The Pioneer of Watching, where strengths and problems coexist (II)

After finalizing the next game, Chen Qiao started writing a draft design concept for "Watch Pioneer".

As a competitive game, The Watch Pioneer itself doesn't really have much content, either in terms of the number of heroes, skill mechanisms, map elements, etc., compared to the real big ones.

In Chen Yu's planning, the first edition of Watch Pioneer is roughly as follows.

On the hero side, open the initial 22 heroes, followed by Shadow and later new heroes.

In the area of maps, 12 maps are open, while those of Eisenwald and beyond are temporarily closed.

This is mainly to ensure that players have the most basic gameplay experience, and if the content of the game is cut down again, it will be too little and the gameplay will be greatly affected.

In addition, some of the more critical systems are needed, such as training patterns, hero skin, unboxing, eye-catching performance, social interaction, career profiles, options settings, and more.

Others are changes to this game, and the biggest changes come mainly from game mode.

Chen Jiao has also considered a lot in this regard.

Strictly speaking, Pioneer of the Watch is not a particularly successful competitive game. Watchtower is much worse than DOTA, LOL and CSGO in terms of game balance, player retention data, event viewability, event heat, and much more.

Leaving aside the competition, it's just a player's gaming experience, and Watchpioneer has many flaws.

One of the most central issues is that this is a game that tries to eliminate negative feedback, but players get more negative feedback than most other games.

Players were very excited and excited when they first came into contact with the game, feeling that everything was perfect, but feeling deeply powerless when they played too much.

For many fish pond players, a very puzzling question is, what exactly should I do to win without the help of my teammates?

What am I supposed to do to get stronger?

Playfully, Fortress Watch inherited the play of Fortress Legion 2, but it faced problems not previously faced by Fortress Legion 2.

If it was just a small game, Legion Fortress 2 or Watchtower would have lived well, but what if we wanted to take the place of MOBA and extend this new game model to the world and become one of the mainstream ones?

Too hard.

There are many reasons for this, but the core reason is that Watchpioneer is not a particularly mature game model per se, and the ability of snowstorms is not enough to make it perfect.

Watch Pioneer is a skilled FPS game that combines MOBA and FPS games, but also creates many new problems.

Due to the different positions and skills of heroes, restraint among different heroes is too obvious. For example, Gen was born in Winston, and this restraint is basically impossible to compensate for by technology, which is completely contrary to the player habits of FPS games.

In FPS games, you can solve most of the problems as long as you have good shooting skills, but this is not the case in Watch Pioneer.

At the same time, since the main play method of "Watchpioneer" is FPS, slight numerical changes can have extremely serious consequences, so the hero's balancing problem is more difficult than the MOBA game, which directly leads to new heroes updating slowly, high-end line rigidity, etc.

At the same time, Snowstorm's favorite Iron Triangle model reduces the fun of the game itself.

"Watchpioneer" is a game of extreme reliance on the team, so some heroes who can provide a lot of revenue to the team, such as Reinhardt, Anna, Lucio, etc. are very popular, how to cut them are all popular; and those who can't provide revenue to the team, such as Black Lily, Half Hidden, etc. won't be accepted by the team even if the players are high.

Simply put, it's also 6V6, and all heroes score 1, some heroes add up to 6, and some heroes add up to 100.

At the same time, the competitive model accelerates players' exploration and development of this game mode, and most players will force themselves to choose the best line in order to win, resulting in heroic discrimination from before the start of the game.

You chose to rebuild the empire? Well, whether you're good or not, I'll spray it on you first.

(“Rebuilding Empire” refers to the color egg triggered when the Hanzo and Black Hundred contracts were selected. Both heroes are similar to sniper heroes, gaining almost zero for the team, so many players believe that they can't win as long as they are selected.

That's why the popularity of 303,402 arrays made this game lose both the fun of MOBA games and the fun of FPS games, coupled with problems such as slow version updates, low buyout threshold, unreasonable competition mode, etc., which caused the heat of this game to fade quickly.

For Chan, what he has to do is to avoid these flaws as much as possible while inheriting the benefits of Watchpioneer, so that the game will have a longer life on the VR end.

The core idea of the change is to completely abandon the competitive route and make Watchpioneer a more entertainment oriented game.

Specifically, the ladder system is not open and related events are not held.

This may seem like a very absurd move, but it is the result of the thoughtful thinking of Chen. During the production of Warcraft Competition and the League of Heroes, Chen Jiao was well aware of the contribution of the ladder system and ranking system to this competitive game. For the League of Heroes, it can be said that high-end events are an important complement to it, and fools do not do it.

But for Watchpioneer, the ladder system and related events are not so much drivers, but can have a certain negative impact on the gaming environment.

In Chen's previous life, the "Pioneer of the Watch" game was also a fire, but there were two problems that could not be solved.

The first is the viewing problem, which, like all FPS games, is a small problem, but it can't be solved.

The second is the question of array selection. After constant scrutiny, professional players find that 222 or 303 is the best line of play under the current game mechanism, that some heroes have nothing to lose, and that some heroes are basically useless.

This wind quickly expands from the game to the high end to the fish pond, influencing all players' ratings of heroes, and ultimately inevitably leads to a situation where "rebuilding the Imperial Portfolio triggers scolding”.

Restricted by the nature of the game itself, these two points cannot be solved. Since they cannot be solved, then simply don't do it, forcing it will only overrun the life of the game, which is counterproductive.