Chapter 796: The Designer Is Always Right?
Of course, there are many people who hold such a view.
They felt that if Blizzard had come out with a Dota game set in Blizzard's game characters in 2010, there would have been no such as it had been.
The point of saying this is that they don't understand that in 2010, this kind of DOTA or MOBA game is a stupid dick in the eyes of Blizzard, they think that this kind of game is boring, and in that era they simply couldn't develop such a game to grab the so-called market, in short, in essence, it is not a game that they think players will like.
In fact, it can be seen from the way this game is played, this game Blizzard will be made from beginning to end and is completely different from the traditional hero push tower game, I don't need to mend the knife, I don't need equipment, I don't need an economic system, I don't need an eye...... I don't need your flawless system that has taken ten years to perfect, I'm just going to make a set of other things myself.
It's never been a characteristic of Blizzard to make a set of things that are different, and Blizzard is characterized by a penchant for borrowing from successful things to make them more successful than the original.
And they are completely unique in "Heroes of the Storm", maybe this is their 'natural pride'.
They don't want to imitate something they once looked down upon.
"Heroes of the Storm" is actually a completely different kind of game from the traditional DOTA game design idea, and he pursues a pure short-board theory. In other words, whether you can win this game or not, whether you can have fun or not. It all depends on whether the one with the pit in your lineup is even worse than the one with the pit in the opponent's lineup.
Because of the lack of personal income setting, so that a master lacks one-to-many strength when operating the hero, in other similar push games, the master can make up for the team's shortcomings through personal gains, so that the battle situation can be balanced, so that a game is no longer a pure short board game, no longer a bucket can hold how much water. It is no longer the shortest plank that plays a decisive role.
That's why the game is so criticized.
Admittedly, Heroes of the Storm is a very team-oriented game, and tactics are constantly evolving once the game is fought. The scene is also very exciting, and his requirements for each player are also very high, and every game can even be summarized by the art of war.
For example, the upper and lower roads of Dragon Town are lost. Then pin down the middle. So that the enemy comes and goes, every time I watch the video, I feel that it is really a pleasure to solve the storm according to the art of war, too many encirclement points to help, psychological confrontation, desire to be able to do it, guerrilla warfare to advance, position battle to the death, and then for example, Black Heart Bay. I took the coins to pay, and I don't know how many times better than the design that I earned by taking the little dragon. Rolling up the snowball and difficult to roll the snowball are ever-changing choices, as well as the choice of different times of 'breaking', so the strategist may not be good at decisive, there is naturally such a situation in the storm, a certain choice is very right when watching the video, but at that time it was a very bad decision, left the group alone, the division of troops was indecided, when the wave did not dare to advance, should not be reckless when the wave......
The variables are so big, the choices are so many, and the weight of the coordination can be done, and the rest of the MOBAs can look at their backs.
But the problem is, if you want to experience the essence of this game, the prerequisite is that you have to have four teammates with similar strength to you - this condition has stumped countless people, in today's fast-paced society, who has time to find so many like-minded, and similar teammates to play, now people like to play a game in five minutes and ten minutes, and like a game that can be enjoyed by one person.
Teamwork is not a weakness of a game, it should logically be a weakness of a game, but when the teamwork is strong enough to ignore the impact of individual abilities on the battle, then this is the biggest shortcoming.
For example, football, basketball, etc., aren't they strong as a team?
Of course not, these team sports are always more team than individual, as Liverpool's legendary manager Pasley said, the name on the chest is always more important than the name behind the back, but will these games be too team-oriented and ignore the decisive impact of individual ability on the game?
Human beings, no matter what country they are, have a hero complex, which is why there are stars.
And this design idea of "Heroes of the Storm" is to put an end to the appearance of heroes, this kind of anti-~ human ~ class setting - of course, Blizzard's explanation for this is that there is no me but us, this is the propaganda slogan of the storm at that time, from the slogan he is infinitely improving the value of this game for the team, but the problem is that he is really not fun for an individual player.
But Blizzard excluded individual players from the game at the beginning.
Or maybe Blizzard wants solo players to actively find teammates and experience the fun of the game with them, but the problem is that this is not the time for WOW, and Storm is not a game that players must play every second.
The more important point is that this is not the case.
Even if Blizzard defines the design idea and target group of this game as a team player and team gameplay, they are far from enough in this aspect, since the gameplay and gameplay of the game are completely in accordance with the default game, and both sides of the game can only experience the end of the game when they are a team with tacit understanding, why is it not reflected in the game's battle system?
The simplest,From the beginning of the game, the community system has not been added to the official operation for half a year.,The matching system like has never been improved.,The disconnection and reconnection that is worse than has always been regarded as a deaf ear.。
Since a game is constantly clamoring for us to be a team, and it's us, not me, why not take this step further?
Instead, it wanders back and forth between us or me?
If the design idea is clear, then the design team should make a decision. Abandon all unrealistic illusions, be clear about their target audience, and don't welcome 'me' to play the game. Then it should be completely tilted towards 'us', and instead of continuing to please those who like stand-alone machines, let those who like teams have unsurpassed glory, which is the direction of development of this game.
Only in this way can this game have a way out.
Because as a player, it's very difficult for you to ask me to go with four players I don't know at all to pick the right lineup and play a good match. But if you ask me to play with four friends who know each other well, it will be more and more enjoyable, and if you play a good game, even if you lose, you won't be too frustrated - of course. Abusing vegetables or being abused can be counted in a good game.
If you win a game in a solo row, your teammates will only remember your short minutes of a few minutes, but when you win with a familiar teammate, the memories are resident in the experience of the storm. The party reward system states that Blizzard encourages players to team up. But why is it so late that the guild system has been released?
And there are too many ways to play in the guild system, don't do any heroic things like personal ladders, because from the very beginning, the design team of Blizzard or Heroes of the Storm despised this kind of gameplay, and if you want to do it, you can do it with ladder guilds.
The top 3 guilds in the ladder guild have exclusive guild badges, and in addition to the team league winning, the guild can add points to the guild, and there can also be a guild challenge system, challenging the union ranking with no more than level 5.
For example, two presidents should be online at the same time. The challenger will point the challenge application, and the guild leader who will be fighting if agrees to the challenge. The presidents of both sides decide the time of the match, the 5 players and 5 reserve players of the match, and the number of Trophy Guild Points for the match.
When both parties agree, the match information will be published in the Match section, and after the match is over, it will also be published in the Match Information section.
This setting can completely make all guilds burn, fight for the highest glory union of time and space twist, each season guild points are cleared, the top three guilds of each season are forever burned on the Storm Guild glory list, and there are even bigger moves, such as the top three members of the guild who make the most contributions in each year can get the qualification to participate in the carnival.
Of course, this is just an immature idea, and Blizzard's designers might have a better idea if they want to focus more on the team experience.
Now what this game needs is a clear direction, otherwise it will continue to be so confused, so wait for the end of this game - death is not death, even if it is rotten, this game can be used as a core electronic figure collection game, defrauding a little die-hard money, but it can only go on like this, but Jester firmly believes that Blizzard, which is called 'natural pride', will never let this game continue to decay like this.
At the beginning, the reputation of the original D3 version was so bad, Blizzard was able to withstand the pressure and rely on the expansion to save everything, this time there is no reason not to believe in Blizzard's follow-up improvements to a game.
But just relying on different maps to produce new heroes can't change the status quo of this game at all, this can only be a cover-up, this game needs a major innovation in the way it is played, Blizzard must be clear, which part of its target players are, whether it is to continue his team player as the core or to value individual players, the game's mechanics must be overhauled.
Overall, it is difficult for an individual player to experience the fun in this game alone.
In fact, this also has a lot to do with the development team, because DOTA games are based on the kind of economic system built on WAR3, the kind of positive and anti-denial system, the kind of highland vision, the kind of hero skill suppression, and the equipment suppression system, and the development team of "Heroes of the Storm" is the group of people in SC2, although the "StarCraft" series and the "Warcraft" series are the best RTS games in history.
But these two types of games are actually very different.
"StarCraft" attaches more importance to the control of maps, resources, and the rhythm of battles, and he pays more attention to control.
This feature has also been perfectly inherited into "Heroes of the Storm".
But the development team ignored one thing, that is, the one-on-one game of "StarCraft 2", and "Heroes of the Storm" is a five-on-five game, it is natural for one person to achieve harmony and unity, because he is a whole in itself, and it is very difficult for five people to achieve harmony and unity, and their thinking and actions are highly unified.
Of course, Jester can only use this game as a reference for a negative textbook now, and there is no way to refer to it as a textbook game development case like the improvement of Diablo 3 from the original to the expansion, because he didn't know what it would be like in the next carnival of the game's fate when he first traveled over.
Actually, there's another way that might bring the game back to life, and that's by releasing a map editor — and since Blizzard doesn't know what to do, let's teach the players the heavy lifting.
Be confident that the player's wisdom is endless.
I don't know how many great games in history are mods that came first, and then there are official games, from Team Fortress to Counter-Strike, in fact, even DOTA is still like this, and players are no worse than designers at times.
"Don't think you're always right."
Jester suddenly took out a pen and wrote this sentence on the paper, he thought about it, and through analyzing the cases and modifications of many of Blizzard's games, the biggest conclusion he came to was that don't think you're smarter than the players, and don't think you're always right, Blizzard will always be led astray by their 'natural pride' characteristics.
They always think that they are right and the players are wrong.
Jester's most memorable issue was the change to Warsong Commander, the core card of Slave Warfare in Hearthstone, which almost completely destroyed a very good, very skillful deck.
This even made the most famous Hearthstone player in the country, 'Little Fish Fish Great Immortal', extremely angry.
I wrote a long article directly to attack Blizzard's 'I'm right, you're wrong' mindset.
This long article has also received support from a large number of players.
At that time, Jester himself was unintentionally shocked when he knew the news, he really couldn't think of why it would weaken such a good deck as slave warfare, which was perfected by the hard work of so many players, and at that time, Jester thought that there were a thousand grass ~ mud ~ horses galloping by, and he could only scold Blizzard for always being SB. (To be continued......)