Chapter 7 DOTA Transformation Plan

In the past few days since returning to work in the company, Gu Mojie has mainly focused his energy on the momentum of Hatsune Entertainment - after all, the company will be listed next year, and it has suffered a temporary split, which will inevitably make outsiders suspicious. The stories that should be told should be told in advance, and the confidence and desire of good investors should be re-provoked.

"World of Warcraft 2.0: Burning Expedition, the revenue of the first quarter of the server has been statistically calculated - the cumulative number of online consumption hours of players across the country is 3 billion hours, which is equivalent to 10 million continuously active players, and each person has been online for 600 hours in the past three months, which is 3~4 hours per day. The total sales of DIǍN cards were nearly 100 million, with a total revenue of 2.8 billion yuan. ”

In 2007, the number of college students in China was about 400~6 million in each grade, and the total of the four grades was more than 20 million people. It is precisely because of these people that the average daily game time per capita has been sustained to such a high level.

Those who have become office workers, or students below high school, work for 4~5 hours a day at best.

In the whole year of 2007, excluding World of Warcraft, the total revenue of the national online game industry was less than 30 billion, which shows that the further development of Warcraft in Gu Mojie's hands has accounted for one-third of the domestic online game industry. If you include Hatsune Singer and several other small online games developed by Hatsune and the small games in the Hatsune game hall, Hatsune Entertainment is definitely a behemoth that occupies half of the country in the domestic online game industry.

Looking at the stage report from Hatsune Entertainment, Gu Mojie was very satisfied with the current situation.

This year, it was originally a time when the major domestic giants were in the green and yellow in the online game industry. The legends and miracles of the previous era have long since completely declined, and the "land conquest" engaged in by the history of the giant network has also passed the initial hottest two years of prop circle money.

The rookie's domestic online games, "Perfect World" and "Zhuxian", as well as other old P works of old companies such as NetEase and Kingsoft, such as Swordsman and Journey to the West, some low-quality domestic products with the theme of Journey to the West.

The rest is a small game of the Fuji Xun genre - that business is now very strict with the Hatsune game lobby, so the progress of Xiao Ma Ge in this time and space in the game is much behind the progress of the historical ∞∈ dǐng∞∈diǎn∞∈ Xiao ∞∈ said, [email protected]♀s_(); period, it also depends on selling all kinds of drills and mixed diǎn money.

Originally, around 08, a phenomenal work known as a phenomenon that could bring the main competitiveness of the game market to another giant, Sohu: "Tianlong Babu", because of Gu Mojie's butterfly effect, sent a generation of pit god Chen Xiaowei to her man in advance, and Zhang Chaoyang did something wrong in the entertainment industry, half-heartedly in his determination, and thought about it in market evaluation, so far he didn't even have a shadow, but objectively made Gu Mojie lose an opponent in vain - by the way, The online game dealers of this era also underestimated the potential of Jin Yong's martial arts adaptation of online games.

The status quo is that Warcraft accounts for one-third of the domestic online game market, and the rest of Hatsune's products account for a total of half. Then perfect, Zhu Xian, Swordsman, Journey to the West, QQ games...... All of these remaining games add up to half of the total.

Such a market share jù, thrown to the capital market, will definitely stimulate the guys who have nowhere to invest money.

"Let the people at Hatsune Entertainment attach this number to the mid-year financial report and announce it to the public." Gu Mojie signed the report, then handed it to the secretary Ye Minru and instructed her to handle it according to the regulations.

"Okay, I'll explain to them in a moment." Ye Minru cautiously took note of Gu Mojie's opinion, but did not leave immediately, but waited for Gu Mojie to finish the rest of the things.

Gu Mojie looked at it carefully, and the things behind him were the follow-up game P development plan and progress of Hatsune Entertainment. There are some things that he personally mentioned and set the tone, but he didn't ask much about the specific implementation. Now that there is a listing plan, it is natural to find out the situation carefully.

When representing World of Warcraft, Hatsune Entertainment and Blizzard reached a package of P adaptation licenses for Blizzard game characters. At that time, Hatsune promised not to develop ORP-type products that overlapped with "World of Warcraft", but to focus on competitive online games.

Hatsune Entertainment's project planning team obviously understood the boss's instructions, and in the past few months, the development goals and basic structure of the plan have been completed, and if Gu Mojie has no objections, he can immediately enter the stage of writing code.

The first game is an RS mode game with five players playing in teams, which was born out of OA

"Alliance of Ancient Guardians? Isn't that the Chinese translation of OA! Not a single diǎn idea. ”

Looking at the game plan, Gu Mojie's first reaction was a cliché. But after thinking about it, the OA competitive map can also be regarded as a core of the Warcraft stand-alone machine, since there is a well-known ready-made P, why bother to start anew? Translating oa into Chinese, directly called the "Ancient Guardian Alliance", can be regarded as a inherited micro-innovation, there is no need to entangle.

Let's read on first.

The planners have made a lot of gameplay improvements, especially in making OA an "independent and distinctive online game".

First of all, at least one of the game's character leveling systems has been added, or at least a system of weekly achievement rewards and the like - OA is a single-player game, and after each game, the next game is reopened with nothing left. This kind of game is cool when it is played, and the competitiveness is okay, but as an online game that is continuous and will collect money to sell things in the future, the stickiness is too poor.

The planning team first added an experience and level algorithm system, every time you win a game of man-machine or battle, there is experience and gold income, the battle income will obviously be higher than that of man-machine, and once you reach a certain level, you will have no experience in playing man-machine, and you can gradually force people to go to the network battle. Coins can be used to buy models/skins that don't affect the balance of the game, or even to unlock heroes, or to buy runes/talent systems - these settings make OA feel like an online game.

"The essence of a game is to make people feel a sense of accomplishment for what they have done now, a sense of accomplishment for the accumulation of the past, and a sense of accomplishment for the future. Therefore, there must be a competitive balance, an achievement reward system, and a leveling system. Moreover, there is a scoring system that gives as much detailed feedback as possible on the sense of achievement of personal heroism, so that the cattle who have been pitted by their pig teammates can still find personal success in failure. ”

It's a textbook planning motive, but it's very realistic, and Gu Mojie sees it frequently.

OA is a good single-player game, but it can't be a good online game. After being transformed in the above way, there is barely a chance to become a good online game.

And it is obvious that if there are only these improvements, the people below will not dare to hand over the business case to Gu Mojie's desk - there are dry goods in the back.

Because Hatsune bought all of Blizzard's character P adaptation rights, the "Ancient Guardian Alliance" did not have to avoid many names and models like OA when making Zuò, and it was completely possible to model it as a famous character in Blizzard's previous games.

From Jim Reynolds in StarCraft, Blade Queen Kerrigan, Ghost Nova and Protoss Hidden Blade Heroes; to the seven protagonists in the Dark Grinding God, plus the plot characters such as the big pineapple and the archangel; Even the countless heroes of Warcraft itself have all joined the game characters - just like Marvel engaged in "The Avengers", screwing up all the P that can be squeezed.

With a charismatic P character, detailed art modeling is indispensable.

In terms of modeling engines, it is obviously the follow-up version of the AA series operated by Hatsune - AA Company has historically been the world's top three physical engine companies, and since it was acquired at a low price when he was going to be Hatsune Singer, Gu Mojie has still fed hundreds of millions of engine research and development expenses every year in recent years. Coupled with the market inspection and continuous improvement of the company's excellent products, Hatsune is definitely not inferior to the international dǐng-level giants in terms of engine and animation effects. In this regard, Gu Mojie is absolutely confident.

the rhythm and gradient of the elements of upgrades and achievements; Graphics and character modeling; Mature P appeal of fans; All these aspects are done, and it is not difficult to think about it.

Gu Mojie basically agreed with the planning department's plan, signed his name, thought about it, and added a few trivial personal opinions:

"Any operations that are considered cumbersome in OA and do not affect the combat process of the game should be simplified as much as possible in the new game. For example, the recipe index of the equipment synthesis system, the unification of skill shortcut key settings, and the convenience of viewing the number of hero skills and abilities ......"

Gu Mojie himself has played OA, not for fun, but for in-depth experience. As an operational simplifier, after the incident of Apple's PON, his demand for streamlining the software operation process has become even stronger.

In Gu Mojie's eyes, even "learning a foreign language for the convenience of speaking" is a skill that is about to be eliminated, not to mention the skill of "remembering game shortcuts for the sake of playing games", which should be eliminated?

Why is the King of the Hill putting a hammer different from the Death Knight putting a Death Coil shortcut? Of course, all heroes are qr four keys in a row and that's it!

The times are progressing~ In the interstellar era, when the bombing plane bombed Yamato, it would stupidly crash into the same enemy ship, wasting a lot of firepower. In the Age of Warcraft, the Orcs' self-detonating bats will automatically distribute firepower. Any operation that does not affect strategy and tactics must be simplified as much as possible in order to improve the audience level of the game.

No game should be expected to "torture people by so-called micro-manipulation" to make the person with fast hands win a sense of coercion and superiority - micro-manipulation and hand speed are only valuable when combined with tactical ideas.

As for those "torturous equipment synthesis scroll relationships in OA", of course, they all have to be made into the appearance of a technology tree, light yì retrieval, light yì call, and one-click synthesis.

After writing these opinions in detail, Gu Mojie threw away the things and handed them over to Ye Minru to do. (To be continued.) )