Almighty Game Designer

Chapter 443: Impossible Paths (more)

Chen Jiao stepped down and sat back in his seat.

Zhang Xiaokong frowned slightly and whispered: “Chen Jiao, are you talking too much? Did you tell them all about the success of Watchpioneer, not afraid of being copied? ”

Chen smiled and laughed: "It's okay, I have confidence in Watchtower. Besides, this is an exchange. There are both the right and wrong views. Everyone is making progress in the exchange. ”

Zhang Xiaokong still felt a little uncomfortable, but after all, Chen Xiaokong did not ask what he wanted to say about his own personal affairs.

Chen Qiao was a little helpless. I deliberately adjusted the effective range to avoid the back-line independent game designers? Why do I seem to be overlooking you too?

Have I reached a level where I don't need props to ignore people?

……

What Chen Yu said was half true and half false.

It is true that the right options can be ruled out by exclusion, but it is also possible that, after exclusion, it is found that this path is simply not possible.

This path described by Chen Jiao, or "Watchtower", is one that is virtually impossible to follow.

The so-called "inaccessibility” does not mean that it will fail, but that it is simply not possible to reach the point where MOBA games prevail globally.

Though the snowstorm made some mistakes in the production and promotion of Watch Pioneer, what about others? It is also impossible to get the idea of "skilled FPS” right.

Excellent character settings, story backgrounds and cultural connotations are essential to the success of Watchpioneer, and these are just the strengths of the blizzard.

What if the other companies want to copy "Overwatch Pioneer"? In terms of cultural content, it is simply not at the level of Pioneer of the Watch. So, Chen Qiao doesn't worry about being copied at all, because this type of game can't be done by anyone.

Vanguard does have a lot of problems, which are clear to Chen strangers, but from the current design philosophy, they cannot be solved.

The most central issue to be solved in order to become a perfect competitive game is the abundance of balancing tactics, both of which are the same problem.

Specific performance: slow update, low content, easy to play with, rigid formation, poor fish pond experience, etc. It all stems from the same problem.

Under the existing game mechanism of Watchpioneer, the Hero Formation is the most preferred, or nearly the most preferred.

So-called equilibrium, not to say that both sides can take the same line, even if it's balanced, otherwise what else would MOBA do with the ban? Why don't we all just go straight to the blind version and pick the strongest heroes?

In the “Trolley Placement” mode of Watchpioneer, some team-based heroes become indispensable, and in 6V6, they also directly lock in the formation changes, squeezing each other into space.

76 The difference in treatment from the re-establishment of the Imperial portfolio is due to the fact that their output stability and output capacity are not at the same level.

So, can you quickly produce multiple heroes and balance them by paving them?

Almost impossible. It's okay to be a hero quickly, but the more heroes out there, the harder it is to be balanced, which is a lot harder than MOBA.

This is mainly due to the Watchpioneer play system. In MOBA games, there is a rich map mechanism, there is growth, so it is not a problem to allow early heroes late heroes to tape heroes and other characteristic heroes, a late hero early weak late invincible, players have the same approach to him, so there is no problem.

However, there is no economic system, no mapping mechanism to enhance combat power, no growth for heroes, and no distinction can be made between pre-heroes and post-heroes.

In this case, some characteristic heroes are unlikely to appear and, if they do, players will not play. So, limited by the game mode, this balance is hard to do.

As long as A's output capacity is 1% higher than B's, players will choose A instead of B.

In the limited array of 6V6, players carefully select six heroes who can combine together to achieve the strongest teamwork capabilities, such as Hammer, Sister Mao, DVA, 76, Anna, and DJ. Such arrays run across each other in the face of a Raid Hero.

You think about Cheona? Backhand hypnotic needles, bottles, plus Mao's shield give you a clear white.

With such an array, what more mobility? What's the use of climbing walls? What's the use of perspective?

So, no matter how many new heroes are created and how many new hero mechanisms are made, professional players will always be able to figure out the six best options for fighting, and the rigidity of the lineup is almost impossible to solve.

Just because Pioneer Watch doesn't do any growth and economic systems.

Of course, it's not necessarily right to be a growth system and an economic system, because it's an FPS game that fights all the time, and there's no option to steal the tower's steady development. If snowballs are allowed, will the disadvantaged be rolled all the way to death without any help, causing the race to lose suspense prematurely?

Nobody knew before it was made, but it was clear that solving a problem would trigger a new problem. In Chen's previous life, the blizzard didn't make the Watch Pioneer perfect, nor did any company make the game perfect.

It's a "beautiful looking" dead end.

Therefore, Chen has chosen a different path to make WatchPioneer a completely entertaining game, avoiding over-exploitation of game content in competitive competitions as much as possible.

Making Forward Watch into a world-famous competitive game is an impossible task in itself. Obviously, Chen Yu will not say this.

He couldn't help but have the designers of the big company copied The Watch Pioneer and eventually fell into a bloodbath.

……

This year's lectures and exchanges will seem a little dull, as the wind has been grabbed by strangers.

Many are discussing the success of the League of Heroes and Forward Watch and wondering whether this represents some way forward.

Obviously, both games can be described as phenomenal, and the League of Heroes is gaining momentum overseas, not just domestically; while the Watch Pioneer has not yet been officially promoted overseas, it will certainly be popular overseas, given the nature of the game itself.

What about the other games? "Sungtang" and "Three Realms" have a little power, but in terms of the topic and the players' heat, they are still far from it.

A lot of designers are speculating, this award ceremony, is Chen going to seal the gods?