Chapter Ninety-Nine: Differences in Replay Rates
Confidence does not mean that you will win, but at least it means that you can win.
Shooters are a big category, and not every manufacturer can easily deal with this category.
It's like Blizzard Entertainment, from the StarCraft era, like making a shooter game for Nova.
However, it wasn't until years later that they dared to actually launch Overwatch as a shooter.
Although the shooting game does not look difficult, it requires a high feel.
This kind of requirement for the feel is different from the punch-to-flesh feeling of Japanese games, but through the recoil, screen tremor, and other small details, to complete the adjustment of the shooting feel.
In addition to the shooting feel, the most important thing is the smoothness of the picture, as well as the breadth of the viewing angle.
Shooters are different from other types of games in that they are particularly immersive.
The player can also view the entire game world by manipulating the character's main view, or by manipulating the character's over-the-shoulder view.
In high-speed movement, if there is not enough fluidity, if the angle of view is too narrow or too wide, it can cause a problem: vertigo and nausea.
Therefore, it is even more important to tune this aspect of the content than the feel of shooting.
If you put these factors aside, but why Counter-Strike is so popular among players.
In fact, there is no mystical component, but it is almost inevitable.
In most games, the game designer designs the content, and then the player consumes the content.
Game designers can design content much slower than players can consume it.
Therefore, the design cycle of a game may take one or two years, and it may take thirty or fifty hours to complete the player's hands.
Even if the content of the game is increased in the form of additional expansions, the added content is often not enough for the player to play for many hours.
Game designers certainly have a limited amount of energy, and it's impossible to design a game that is endless, never finished.
Therefore, how to let players play for a longer time with limited design elements has become the direction that most games explore.
For example, almost all games on the Wanhu battle platform are developing in the direction of player confrontation.
Why develop player rivalry?
Because player confrontation can make "limited content, show endless possibilities".
Just as there are no two identical leaves in the world, no two games will be exactly the same when players play against each other.
Therefore, the same map, a scene, and a piece of content can be consumed repeatedly by players many times without getting bored.
In this way, the efficiency of the use of the scene is greatly improved, and the cost performance of each scene map is greatly improved.
At the same time, with the opening of player production D, countless players have also begun to produce new content for the game.
Although the new content they produce may be just a look, their efforts, but they often have some whimsical ideas, but they can become hits.
Even if it lacks whimsy, some of the content that is solid and steady is enough to make other players repeat it many times.
The player makes D, to put it bluntly, on the towering tree of the game itself, adding new branches. Some of these branches are beautiful, some are graceful, and some are malnourished.
Remove the bad ones and leave the good ones, and it's all some high-quality game content.
Even the best part of it can be inserted into the ground and conceived into a new game.
The designers of Counter-Strike may not have thought much of it, but he did apply the theories that would increase the player's playtime.
You must know that in real-time strategy games like StarCraft, the most mainstream gameplay is one-on-one, which is too demanding for everyone's level.
Counter-Strike, on the other hand, is different because it's a many-to-many game, and even if some players aren't very good at it, it's still possible to win in this game.
And a battle game, whether the player can play it or not depends not on whether he loses or not, but on how much he can win and how much pleasure he can get when he wins.
Although the group confrontation mode of "Counter-Strike" may reduce the pleasure of players after each victory, the number of wins is not completely positively related to their own level, and players can be given positive feedback when they just start playing, so that players can continue to play.
This is an advantage, a big advantage over real-time strategy games.
You know, StarCraft has been out for so long, and there are countless old players who have accumulated.
These veteran players are generally skilled, and it stands to reason that ordinary games tend to be exciting.
But the problem is that their level is too high compared to that of newbies, which is not a friendly thing for newbies.
A large number of players were beaten with a blue nose and swollen face when they first started the game, and they almost couldn't take care of themselves.
Everyone plays games to have fun, but is there any player who plays games to be defeated by others again and again?
There may be players with such a strange state of mind, but they are definitely a minority of the few.
Therefore, the growth rate of new players in StarCraft is very slow. Even if 10,000 households make various incentive policies, it is difficult for new players to survive.
It makes Takahashi a little like he wants to learn from the practices of Tencent TiMi Studio.
In normal player-versus-player battles, add a large number of bots.
These bots act as sparring partners for new players, helping them gain confidence and improve their proficiency.
Once you reach a certain level, you will start to actually play against real players.
Actually, this system is also available in StarCraft, but most players don't like to play on the computer, but prefer to play real people.
TiMi's approach is not to call computers computers, but to be on standby in the matchmaking system as if they were real people.
However, Wanhu is not as easy to do as Tianmei.
If Wanhu does this, it is estimated that it will not be long before the StarCraft forum will explode.
Because the core fun of StarCraft right now is the player-to-player confrontation.
If you add computer players to the matchmaking system, is it looking down on the strength of real players?
You must know that due to the limited computing power of computers now, the combat effectiveness of computer players is improved through various cheats.