Chapter Ninety-Four: Friendship First

Kling was a little nervous, not because he was nervous about the game, but because he was nervous about his little software.

Every time he went to a computer room to participate in every competition, on every new computer, he had to install his own little software.

The reason he did this is simple, he wants to collect information about every player he has played with.

Although it is not impossible to touch them on the line, he has found a problem in more and more competitions.

The problem is that there is a big difference between the online style of play and the offline style.

To put it simply, when you compete online, even if you see the name, you won't be particularly targeted.

It's not that I don't want to win, it's that I haven't prepared much for a detailed play.

And before the competition, especially before the competition, the players felt very different.

Some players can even prepare tactics for two or even three days for an opponent.

Of course, they are not very efficient in preparing for the game, and their methods are very primitive.

Why is it not high?

They don't have the means to keep detailed footage of the game, and they can only recall the tactics that the person likes to use from memory.

And in this process, if you want to test your own targeting tactics are not useful. You can't try it with that person yourself, you can only find another person and learn that person's tactics and operating habits to experiment.

Originally, memory is not very reliable, and with secondary processing, the problem must be even greater.

It's not a matter of preparing for a few days, but when you actually start playing, you feel that there is a big difference between it and when you practice.

Kling didn't have this problem, first of all, his recording software was able to record messages.

Secondly, he added a new feature to his software.

It allows you to make your own video recording a file that can be played back by both parties at the same time.

In this way, you can use the video of the player himself and let another person start the confrontation at a key point in time.

In this way, the efficiency of the practice naturally becomes very high.

The most important thing is that this can be practiced indefinitely at a low cost and infinitely repeated, allowing Kling to master some offensive and defensive aspects that are more difficult to solve in racial confrontations.

You know, game balance is not a static balance.

It's not that the designer wants to design what it looks like, but what it looks like, and players will play the game according to the designer's ideas.

Game designers who think that way have basically cooled down.

One of the reasons why American game makers don't make games so fun is that they like to design their games with one and only one route, and players can only play according to their rules to carry them on.

Although Japanese manufacturers also have this problem, Japanese manufacturers like Nintendo, which have been fired from Japanese manufacturers, are already consciously solving the problem.

They no longer design games with the mindset of a game designer, but with the mindset of a player.

At this time, a very strange chemical reaction will occur, that is, when the player is playing the game, they will find another route on a whim, but when they try to follow this route, they find that the attempt is really successful.

When they looked back, they found that the place where they thought the designer was mentally retarded, the place where they thought it was a shortcut, and the place that the designer had already set up.

To put it simply, there are two ideas for game design, one is to bring convenience and happiness to players, that is, not to cause trouble to players, and the difficulty of the game is moderate, so that players can play the game more easily and enjoy the entertainment in the whole process.

The other is to block the player, and the principle of adding blockage is actually very simple. It is to make the process very difficult, deliberately make the player unhappy, and constantly make it difficult for the player.

As for this kind of game, why do many players still like to play it?

It's not that the player has a tendency to be abused, but because of the success after a great difficulty, people feel extremely happy.

There are two design ideas, one is process-oriented and enjoys the process, and the other is result-oriented and enjoys the results.

I can't say which design is better.

After all, just like being a human being, there are many people who enjoy the process and many people who enjoy the result.

Which of these two systems does StarCraft's battle gameplay belong to?

Quite simply, it belongs to the second.

The cost of learning StarCraft is very high, and the difficulty of learning is also very steep, and a novice is likely to be hung up and beaten by a veteran.

However, it is precisely because of this extremely difficult process that players will feel more refreshed when they enjoy the fruits of victory.

At the same time, their visceral malice also drives them to get more players to play the game.

First, it can make them feel the pain they once had, and they will be very happy if others are unhappy.

The other is that they want to bully people.

Therefore, the quality atmosphere of a game like StarCraft is bound to be low.

Why?

Because this is a game where you are going to trample your opponent under your feet and keep climbing in a pyramid.

This game overemphasizes the competitive spirit.

Therefore, players of the game "StarCraft" also spontaneously came up with a basic greeting term.

For example, "GODD-GAME", "HAPPY-FUN", "GOOD-LUCK" are abbreviated as "GG", "HF", "GL", and so on.

"Good game", "Have fun", "Good luck".

This belt should be the quality trifecta of StarCraft.

Of course, at the beginning and end of the game, players play these things to a large extent without saying anything.

I want to kill you.

After all, only by killing the opponent can you get a higher ranking and get more bonuses.

StarCraft offline competitions are in full swing.

The players will inevitably be angry, and the final contradictions.

One of the biggest contradictions is that you even have to take out a gun to face off.

Fortunately, it was properly resolved in the end.

Wanhu is still very serious about such a thing.

After all, if something bad really happens because of StarCraft this game.

Not to mention whether there will be offline matches in StarCraft, even the game "StarCraft" itself is going to be cool.

After all, there are quite a few people who find video games an eyesore.

In the next StarCraft game, the local police and security personnel are basically responsible for maintaining order.

Before, during, and after the start of the game, the emphasis is on "friendship first, competition second".

Of course, this slogan will only be believed.

Friendship?

Inexistent.