Chapter 344 Game Framework and Gameplay

In October, the content of the [Valhalla's Throne] project was circulated on the Internet in District 11, and the entire project was related to the current hit anime "fate/zero", the comics being serialized by several well-known manga artists, and the novel "Mystic Gate" created by the famous novelist Ruri Kirikagami. Pen? Interesting? Pavilion wWw. biquge。 infoThe impact of advertising is that people who are not interested in games or who have the idea of finding out more or less because of manga, novels, and anime.

The first is the game project [Valhalla], the information released to the public is clear that it is based on PvP gameplay, and the PVE function is completely for PvP services, but the game itself has a lot of card collection elements, for example, players who win PvP can get the holy relics that summon the Heroic Spirits, and they can also choose to get the disguises of different Heroic Spirits.

The PVE gameplay is further optimized and upgraded based on the game framework of "Ship Girl Collection", but its focus is linked to PVP. PVP is similar to the upgraded version of the previous world "Hearthstone", players with different worlds are summoned to [Valhalla] to act as the coordinator of the Heroic Spirit, and the PVE is to help the main Heroic Spirit shuttle through the various parallel universes of the Earth to eliminate those events that will bring disaster to the Earth or humans, and the more events resolved, the greater the [Valhalla] rights that the player can obtain.

In addition to obtaining special items for each event, the more privileges [Valhalla] players can unlock, the more functional items can be unlocked. What costume change system, treasure system, friendship system are all available, even if it is mainly PVP, players who like to play PVE can find a lot of fun.

The PVP background is set as a game with two camps, that is, two major inhibitions [Alaya Sense] and [Gaia], so as to balance the rights of the two inhibitions. The two major inhibitory forces have built the [Great Grail] on an earth that has been abandoned due to an unstoppable disaster in the parallel universe and set up a detailed class combat power system, and players can use seven different ranks of Heroic Spirit Masters to come here to fight the [Holy Grail War]. Just like the background in the game "League of Legends", the duel in [Great Grail] is the doppelganger of the Heroic Spirit, so the overall background itself is similar to a game.

Although it is divided into two formations, because of the rules of the Great Grail, players from the same faction can also duel. [Great Holy Grail] resets every three months, which faction gets the highest total score, then the higher the reward will be, and at the same time, the next update of the game production company will be based on this faction, and the overall gameplay is similar to the enhanced version of the classic card game "Hearthstone" in the previous world, and because of the combination with the PVE system and various construction and cultivation elements, the fun has risen more than one level.

The core of PVE's gameplay lies in cultivation, and the core of PVP's gameplay lies in competition, and the important basis for balancing the two gameplay methods is rewards.

League of Legends, the world's most well-known MOBA game in the world's PvP genre, is an example of how this type of game lasts because each game gives players a new gaming experience, players are happy to win, and the rewards they get can be used to buy other heroes, and the huge hero pool supports the whole game fun. Another similar game "Overwatch" can be said to be a bold attempt, but it is by no means a successful example, Blizzard used the leftovers of the original [Titan] game plan to make this game, resulting in the game itself is in a fast-food way, you may feel novel and fun at the beginning, but after playing for a long time, you will get used to the game's routines, and because the number of hero pools is too scarce, the fun of the game that can be experienced is firmly limited.

Regardless of success or failure, the game designers of the two games may be aware of the shortcomings of the game, and players in League of Legends will be happy to win a game, but because of the characteristics of MOBA games, the fun of the game itself only exists in the game, and there is a lack of gameplay that effectively motivates players for a long time. Dota recognized this problem a long time ago, and the most popular MOBA game at the time had a ladder system, where players could compete against each other to get higher scores and compete against high-end players.

League of Legends also has a ranked system, but that doesn't mean League of Legends solves this problem. To solve this problem, there are three important elements to consider: the profitability of the game, the fun of the game, and the longevity of the game. Generally speaking, these three game elements are linked to each other, which increases the player's interest acquisition, and the gamer's sense of fun will increase, but if the game's interest acquisition is increased, it will inevitably affect the life of the game and the operator's profitability.

The lower the player's productivity, the longer the game's lifespan (gameplay), and while this is true of RPG games, it is not inappropriate to apply it to MOBA games.

Because the game designers of "League of Legends" have realized this problem, so the rather chicken loot system was born, after the end of a game players can get additional rewards, the reward is the hero's skin and the hero itself that needs to be purchased with gold, but the game designer obviously did not balance the three elements, the loot collection cycle is too long, and the reward is picked, which is a conservative approach to ensure the profitability of the game operator to the most, but it makes the loot system a tasteless and regrettable existence.

League of Legends' popularity is declining, and in order to delay this process, game designers are not only adding new heroes, but also developing new gameplay, adding elements of cultivation and collection to the game itself, and increasing the fun of collecting in addition to the game itself. The loot system and badge system came into being.

There are many reasons to judge Overwatch as a fast food game, and the game designers certainly didn't design the game framework well to complete the game's fun chain in an almost brutal way.

Match, win or lose, gain experience, level up, get chests, open cases, get rewards, and continue the game, the process is repeated indefinitely. Even the most important rewards for ranking are distributed in the form of competitive points, which players use to directly purchase so-called golden weapons, which seems to Yu Kamiya to be a big joke and even more boring than the badge system of League of Legends.

There is no interesting way for players to obtain props, and there are no obstacles for players to obtain props, which is so simple and crude that the gameplay itself has suffered a lot of blows.

So there's no wrong thing about saying Overwatch is one of Blizzard's most insincere games. (To be continued.) )