Chapter 326: New Edition of Weapons

Ye Le's distinction for the growth of games is like "World of Warcraft". Pen & Fun & Pavilion www.biquge.info

Those players on the earth before reaching the full level, learning core skills, learning horsemanship, full level, etc. are all key growth nodes that significantly change the game experience.

In previous versions of World of Warcraft, some unique weapon cosmetic items also significantly increased damage while changing the output rhythm like a set, which can also be considered a high strategic growth.

The corresponding low-strategy growth is pure attribute growth.

The mobile game "Journey to the West" in the previous life is a good example, except for the process of unlocking skills from one star to three stars of heroes, which can be regarded as a relatively obvious high-strategy growth, most of the growth and improvement can only be reflected in the low-strategy combat power improvement.

As a result, players will not experience a significant improvement for a long time after upgrading their main hero to 3 stars.

What's worse is that the combat power of the enemies matched in each gameplay in the early stage of the game will change in real time with your combat power, and the win rate does not change in stages, which obliterates the sense of growth that is not strong enough.

In the late game, the enemies matched in some gameplay have lagged behind the player for a long time, and the player can easily be beaten regardless of whether the player's combat power has increased or not, which leads to a weak sense of growth.

This is a situation that Ye Le will never allow, and the weapons, accessories, and gossip cards in "Sword and Soul" should all have their own characteristics.

For example, the weapons and accessories of "Sword and Soul" can be completely transformed through continuous strengthening.

Transformed weapons and accessories have their own characteristics (special bonuses or passives), and according to these characteristics, they can be divided into blessings, flares, and doom.

However, in Ye Le's plan, these three prefixes or characteristics have been changed to a large extent.

In the original "Sword and Soul", the Doom weapon cannot be repaired, sealed (washed attributes), and cannot grow, but it will have a high attribute close to the blessed prefix.

And the modified Doom weapon is the enemy's luck!

The new Doom weapon's passive has a chance to trigger an effect that reduces all enemy stats by 10% for five seconds, after which the Doom effect theoretically ends, and the player's next attack will deal an additional 50% of the attack damage.

The new Flare weapon has a passive skill that instantly restores 5% health and 2 internal force after each critical hit and continuously restores 10% health for the next three seconds, with a 10-second cooldown.

The new version of the Blessing Weapon's passive can trigger two special effects while the player is dealing damage.

One is that the next attack will cause damage to the enemy player at the same time, the player can recover the same amount of blood according to the damage caused, and the chance of triggering this special effect is small after all, and occasionally in the case of character explosion, it may turn defeat into victory.

The second effect is that when the player's health drops below 30%, they will increase their full stats by 20% for 10 seconds, and this passive has a cooldown of 10 minutes.

This way, players can match their weapons according to their personal preferences for a better gaming experience.

The gameplay that can better verify and feedback the player's strength growth in the whole game includes breakthroughs, bonfires, and leaderboards, but due to the close relationship with the rankings, the feedback effect of the latter two is inversely correlated with the number of servers.

Selectivity is key to maintaining a player's interest over time. Players naturally want to be diverse, and they want to be able to make impactful decisions. These two points make selective design very important in the game design process.

In single-player games, there are usually not many repetitive modules, and the story is always moving forward, so the development of the character is a line.

Even in a masterpiece like The Witcher and The Elder Scrolls, which is full of options, players end up experiencing a single line of progression, and while the "threads" between different game progressions are completely different, they are still just a single line with dots attached.

However, there is no such thing as "clearing the game" in the design concept of online games, and the products designed for the purpose of "retaining players in the game" are naturally very different from stand-alone games - one of them is the repeatable modules that can be found everywhere in online games.

The characters in a single-player game go through a complete story, and the characters in MMORPGs go through a process of growth.

It is usually a process of repeating one (several) game content, which makes it possible for the character to experience the expansion and extension from line to surface.

In a single-player game, the player as a single branch is like a subtraction function 1/n, and the larger the branch structure n of the game, the more small and powerless the player feels, and in an online game full of repetition, the numerator is no longer 1, but can reach a level close to the denominator.

At each stage of the game, players should have enough game content to choose from.

For example, in World of Warcraft, when a character reaches level 10 or so, both factions have three or four maps to choose from for missions, and if you don't want to do missions, you can also go to random books or random battlefields, which provides players with options.

Of course, due to the flaws in the setting of rewards, random battlefields usually do not generate enough attraction, and in the case of similar efficiency, doing tasks is too boring compared to random books, so most players only choose the path of random when faced with these choices, so there is actually no effective selectivity.

The focus of selectivity is "choice", and although some games have a very rich gameplay content, the gameplay lacks replaceability with each other.

Forcing players to participate in all activities in disguise, on the one hand, will make players feel very tired, on the other hand, doing all = no selectivity, and repeated for a long time will greatly reduce players' interest, which is not conducive to long-term sustainable development.

The various activities in Brawl Westward Journey have this problem: there are many currencies in the game, and different currencies can be exchanged for different rewards, and most of them are obtained in a way that corresponds to one way to play.

Players repeat the same act of clicking back and forth between a dozen different pieces of gameplay every day, and after a few days of persistence, they get bored and give up.

Selectivity is important for more than just keeping the player interested - as mentioned above, players want to be able to make impactful decisions.

ps:About what the next game is,Banbrick wants to respect your opinions.,I look at which game in the book review area you mentioned many times to use.,But it's best to be a sandbox game.,Finally, thank you for your support!