Chapter 270: Hearthstone
On the first day of the WCG competition, only half of the top 16 players in the 5 events were determined, and the second day continued, two days were enough for all the top 16 players in the 5 events to qualify, and then the organizing committee arranged for the players to visit Shanghai, or rest in the hotel, or participate in some offline activities arranged by the organizing committee such as participating in interviews, and the 16-in-8 competition will start in two days. Pen | fun | pavilion www. biquge。 info
However, in the leisure time in between, the players can choose whether to continue training or take a break, and feel the unique charm of China by the way.
Everything went smoothly at WCG, which finally made Ye Le feel a lot more at ease.
Next year, Aurora Games will be involved in RPG games and sandbox games.
Ye Le's plan is to wait until he has saved enough game points to exchange for a game that can attract attention and even bring shock.
This year, apart from one Hearthstone and a mini-game made by the Kuyou Studio group, Aurora Games will not launch any more games.
Three Kingdoms, a card game set in the Three Kingdoms produced by Aurora Games, has quickly become one of the most popular card games among young people in just one year.
The game is not very difficult to learn, but that doesn't mean the game doesn't have connotations. The combination of cards, the use of skills, and the different permutations and combinations between cards can play completely different ways, and the setting of the mole makes this game a game of wisdom.
How to distinguish between a traitor, a thief and a loyal minister is something that every Three Kingdoms Killing player talks about. Not only that, Sun Tzu's Art of War seems to be vividly embodied in this game: encircling Wei to save Zhao, sounding the east and attacking the west, and darkness Chen Cang...... The total conspiracy is only to achieve the final victory.
All of this has made it widely loved by players, not only has more than 4 million registered players, but its physical cards are even more popular in China.
However, once he arrives abroad, the attention he receives is completely different from that in China, so Ye Le has no choice but to consider making "Hearthstone", a game that he is too familiar with, to open up the foreign card game market.
Not only because it was able to obtain more than 30 million players in the previous life, but more importantly, it was not only easy to be accepted by other countries, but also paved the way for World of Warcraft, which will definitely be redeemed in the future.
Hearthstone is a game on the other side of the world, and in the early days of production, it was not actually favored by Blizzard.
To put it mildly, it is because it was originally positioned as a derivative of "World of Warcraft" and "Warcraft".
As a continuation of the Warcraft and World of Warcraft classics, players can use the nine classic heroes from the Warcraft series in Hearthstone to build their own unique decks around the theme of their heroes' classes, compete against other players, win new cards, and have fun while adding popularity to the Warcraft games.
Originally, Blizzard was only going to make a fan-oriented card game, and even brought some ideas about the fans around "World of Warcraft", but at first the development team was small, and even the numerical model was very poor, and even the most basic balance was difficult to guarantee.
After a long period of public testing, Blizzard was surprised to find that the game was inadvertently popular among Warcraft fans, and each player would spontaneously pull people around them to join the game, and the number of players increased almost exponentially.
I don't know what point in time, but when Activision Blizzard was planning to focus on the Hearthstone project, the game already had hundreds of thousands of fans around the world.
Contrary to Chinese speculation, the cultural history of board games in Western countries has long been traced, whether it is DND or Magic or simple flying chess, for young people in Western countries, board games as a form of social entertainment are like a part of life.
"Hearthstone" can fight its way out of many card games, not only by virtue of its own gameplay, but also by virtue of a lot of convenience in World of Warcraft.
On the other side of the world, many avid Hearthstone fans are not actually fans of the Warcraft series at all. There are even some Hearthstone players who haven't played World of Warcraft at all.
This is enough to show that the charm of Hearthstone itself is not limited to its setting.
From a mere spin-off to a hugely popular game, the devil knows what it went through!!
With the exception of a handful of plot parties, no one has been able to recite the history of the world of Azeroth, not even Akmund and Kilgardan, let alone the intricate relationship between the ancient Titans.
The role of the background setting is to add color, and the Hearthstone game system is no problem even if it is detached from the background setting.
So Ye Le also thought about changing the background of Hearthstone to other backgrounds, but in the end he still gave up.
Hearthstone is not difficult to make with the current level of development of Aurora games, but it is not easy to make a game that can match World of Warcraft.
Redeem with game points?
Since you have enough game points to redeem for other games, you might as well redeem World of Warcraft.
The easy-to-learn core game rules and plenty of free content make players feel the first impression of Hearthstone, which is very rare for a virtual card game.
Exquisite card animations, excellent unlocking elements, and Blizzard's world-famous game optimizations make it easy for players to enter the infinite loop mode of "one last game".
Eventually, the initial fun of the game turned into admiration for the game's deep class and card balance, with too many good qualities to cover up the frustration with the randomness of the game.
Hearthstone has an accessible game depth, and its cleverness lies in the fact that the game doesn't rely on complex rules to maintain a technical experience.
Although there are very few exceptions, the effects of the cards in the game are clear at a glance and the explanations are simple and straightforward. Fireballs deal 6 damage. The Assassin would kill a unit. The Coldwind Savage is an excellent mid-game unit with 4 Attack and 5 Health. The level of simplicity of the game is simply intoxicating: you just have to use the followers and magic cards until your opponent runs out of blood.
However, it's not a game where opponents play cards until the luckier player wins. Even a very simple fireball card has the right time to play.
Are you going to attack the enemy to drain his blood, or are you going to defeat the men he just laid down?
Or do you have to wait until the cards in your hand can be combined to make your magic more powerful, or do you want to use a companion card that makes it more powerful every time you cast your magic?
These tactics, timing, and psychological warfare require a lot of thought, and this game is both accessible and very deep.
Being able to make players feel interesting and be able to play forever without feeling bored is what Ye Le expects from it.