Almighty Game Designer

Chapter 575: Fast Rhythm of the Game (Ergong)

But at least one thing you know very well, from CG's point of view, this game is basically a Huaxia style game, and the heroes in it are also mainly Huaxia heroes.

This does surprise a lot of players, as MOBA is still dominated by western phantom heroes.

Speaking of, this has something to do with the League of Heroes, because in parallel worlds, most of the MOBA games are mostly played from the League of Heroes, and the Heroes League itself has such a delightful design that these hand-to-hand MB games inadvertently imitate this style.

Moreover, for the vast majority of designers, there is some risk of changing MOBA games to Chinese style because it is not known if the player will accept it.

This change by Chen Jiao is not very bold, but it does make a lot of players feel very eye-catching.

Too many western fantasies, it's nice to try the chinese breeze once in a while!

Now that you're a Chinese hero, who are some of the people in CG?

The players all went into the game with questions.

……

Zhang Bei was also playing, and after watching CG, he was both amazed and envious.

Although there is also a lot of money for the Shanggu Havoc Hand Tour edition, it is obviously impossible to want to do such a CG, after all, it is too much investment, and the Emperor Dynasty Recreation Headquarters will not agree.

Zhang Bei is the overall designer of the whole project, but after all, he has to be restrained by higher levels. It is impossible, like Chen Jiao, to do whatever the game wants, spend whatever the money wants, without any worries at all.

Zhang Bei can only exclaim, envy is useless, ordinary people can't learn the operation of Chen Jiao...

After entering the game, you enter the beginner's tutorial directly.

In fact, if a player creates a character in a new zone after a role has already been taught in another zone, this process is automatically skipped.

But now that The King's Glory has just come out, everyone has to force a beginner's tutorial to play the game.

The first is a few simple guides that tell players that the story is happening on a fictional continent, where players summon heroes to fight.

Obviously, these are basically consistent with the new leads of the League of Heroes, as are the other hand games MOBAs.

Zhang Bei wondered what the mode of operation would be for this game?

It's very simple to start with, like moving, attacking, giving skills, killing heroes, purchasing equipment, restoring blood volume, etc. For Zhang Bei, these are very conventional designs, nothing worth mentioning.

Zhang Bei uses a hero named Arthur, and Arthur's hero skills are basically those of Galen in the League of Heroes, although they may be stronger than Galen's because of two better displacement skills.

Zhang Bei was somewhat disappointed because he did not see any better mode of operation change in Arthur, or just a little bit.

Did Chen Stranger say he wanted to change the game skill delivery mode, but ended up doing a very mediocre, mediocre system? Zhang Bei was somewhat suspicious.

However, Zhang Bei discovered something of value, which is the layout of the entire game interface.

On the bottom left is the virtual joystick and on the bottom right are the attack and skill buttons.

The small map is moved to the top left corner, where it can be signaled when the small map is expanded.

Elements such as scoring panels, shops, share buttons, etc. are well placed in the free space of the interface and the layout is relatively reasonable.

Also, there are three smaller buttons on the far right - offense, retreat, and gather - that can send messages to teammates very quickly.

Zhang Bei was also very surprised. Obviously, this is a very good design. Although the keys should be kept as low as possible on the entire interface of the hand swim, the three keys are too critical.

After all, in MOBA games, you need to work with your teammates at all times, and in many cases, you also need to quickly let your teammates understand your intentions. These three buttons are small, but they work very well.

Man-machine combat and field training were conducted after the most basic operating system was explained.

However, Zhang Bei highly suspected that the enemies encountered in the field training should also be computers, because he killed really well...

A shooter hero was chosen at random, and the opposite side was all foolishly forward. Zhang Bei finished the game with a score of 10-0-3, basically crushing the entire field.

Also during the war, Zhang Bei discovered some features of the game.

First of all, the game is very fast.

A battle, if very windy, could end in more than a dozen minutes and surrender at the earliest six minutes.

Players have been fighting hard since they went online, replenishing troops and consuming each other, and because the number of skills has been reduced to three, players can make big moves at level 4, all skills going wild.

At the same time, the pace of the game has been further accelerated by further downsizing of the map, as well as faster movement and more displacement skills for heroes.

Secondly, the equipment can be purchased anywhere on the map without the need to return to the spring water.

This looks like a risky change, but after a bit of fun, Zhang Bei thinks it's a great setup!

Being able to buy equipment anytime, anywhere, and turn your economic advantage into equipment advantage is simply too important in this fast-paced game.

This also means that snowballs will be easier, as there will be no more tangles over whether to go home or not, no huge savings on your body, but no timely replenishment of equipment that has been terminated by the enemy, and some of the more powerful physical heroes may not even go home.

And as Zhang Bei can feel, there should have been some changes in the map mechanism, including the wild monster refresh time, the speed of small soldiers and the role of various epic monsters, all slightly different from the League of Heroes.

Even the Blood of the Defense Tower has been weakened. In the League of Heroes, a tower was pushed away for a very long time, but in the King's Glory, if the Defense Tower was not defensive, it would have fallen even when the Hero was Level 2 or 3.

All of these settings actually point to the result that the pace of the game is greatly accelerated.

The League of Heroes often appears for more than half an hour, or even forty or fifty minutes, but never in King's Glory.

In King's Glory, the standard game time is essentially 15 minutes, with six minutes to cast, while the game drags to 30 minutes of basically very little.

This means that the game is ideal for hand games in terms of the length of the game.

Feelingly, a game like "League of Heroes" gives you the feeling of writing a proposition essay, moving for 45 minutes, operating all the way through, very tired, but the feeling of "League of Heroes" gives you is like smoking a cigarette, and it ends without much attention.