Chapter 1042 Design Concept
The use of time-point card charging mode can be said to be the most suitable in Yang Chen's opinion.
On the one hand, the original game "World of Warcraft" is purely suitable for point card charging.
PVP and PVE can be said to be the two most important gameplay elements of World of Warcraft.
Needless to say, in terms of PVP, the point card mode does not have a so-called buff item system, and it has a relatively fair environment for players.
In short, PVE is the team base, the team's cooperation, the understanding of the dungeon, and the final successful clearance, including the glory of the first kill in the game, these are all rewards that bring players a sense of achievement and glory in the game.
Not only the attributes, but also the appearance of the set, as well as rare mounts.
Imagine if the player had been in the game for a long time, and finally broke out the invincible mount of Alsace, and then when he was ready to ride invincible to the main city to show off.
A player riding a black dragon came to the east, and a player riding a frost dragon came to the west, do you still have the joy of invincibility at this time?
It's like beeping a dog.
Even though those mounts are all cosmetic mounts sold in the mall, your invincibility attribute is still better, but at this time, it is estimated that you will not have the same excitement as before.
Because for "World of Warcraft", whether it is a PVP set exchanged for honor in the game, or various professional sets produced by PVE, it can be said that it is an honor and incentive for players.
Of course, in addition, although the game uses point card fees, there is another way to earn, that is, the official gold coin platform transaction.
Similar to the marketplace system in Steam in the previous life.
The trading of game items and equipment can be said to be basically incurable.
It's better to be sparse than blocked.
As for professional gold mingers, as long as they do not use third-party programs, but play within the rules of the game, what is the difference between them and normal players?
It's just that he spends the time that other players normally experience the game content on the boring journey of gold mining.
As for players who use third-party programs, first of all, they need to have the technology to be able to hide from the Nebula game technical team, and secondly, the transactions on the official platform need to store gold coins and items.
As for offline transactions, there must be this situation, but that is basically a violation of the rules of the game, the rollback data of the rollback data, and the account punishment of the account.
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When Yang Chen and several internal operation teams of Nebulas Games were studying the profit setting in "World of Warcraft".
Lin Jiayi is not idle on his side, and has already formed the development team of "World of Warcraft".
As for the follow-up project of Fairy Sword, it still fell on Lin Jiayi's head after all.
In Lin Jiayi's statement, that is, the follow-up content of the Immortal Sword itself is basically not much difficult to develop.
To give more space to newcomers, Lin Jiayi only serves as a producer, and is responsible for controlling the direction of the game like Yang Chen before, without participating in direct development.
In terms of art, there are basically no major problems with this part.
Because of the foundation of "Warcraft", the story about "World of Warcraft" is basically the plot after the Frozen Throne.
For example, the main city in the game, races, etc., the style of these art materials is predetermined, and some ready-made materials basically only need to be changed on the original basis.
Art is not much to worry about.
The real trouble is the design of the game's content.
For example, Warrior, Mage, Rogue and Warlock, the skill design of these classes, the design of talent trees, the design of equipment, and the design of various attributes of the character.
It's the numbers that matter most.
Once a character's skills are not well designed, there can be a serious crisis for the game as a whole.
For example, the most famous 'Fallen Blood' event in World of Warcraft in the dream memory was caused by a bug in the skill design of the boss.
And "World of Warcraft" itself is a game that pays a lot of attention to the gameplay of PVP, and the camp setting of the tribe and alliance brings the PVP game experience, which can be said to be one of the most quintessential contents of the whole game.
PVP in the wild, PVP in the arena, PVP in the battlefield, as well as the characteristics and restraint of each class, as well as the player's maneuverable space.
It's all crucial for World of Warcraft, and while focusing on PVP, it's also important to take into account the performance of skills in the game's PVE.
For example, the design of the dungeon level, as well as the setting of the life and occupation of casual players, Yang Chen also took these contents into consideration.
When it comes to the gameplay of World of Warcraft alone, it can be said that it is perfect in an MMORPG.
But it is not without flaws, and Yang Chen will try to refer to some characteristics of other MMORPGs.
For example, the MMORPG called Final Fantasy 14 in Dream Memories.
Each update allows AFK players to return to the story of Final Fantasy, so that casual players don't have to clock in every day as if they were working, and must stick to it every day to keep up with the progress of the game, and just come up and see the world if they want, which is the design concept of Naoki Yoshida who brought Final Fantasy 14 back to life.
Different gamers have different modes of play, and Yang Chen hopes to do the same in "World of Warcraft".
Not to mention this game, if you don't log in every day to complete the mission, and if you don't go online and offline on time every week, the resources you gain in the game will not be enough for you to keep up with the pace of the version.
This kind of setting that forces players to spend time in the game can be said to be a counterproductive effect in Yang Chen's view.
This mode was originally designed to allow players to stay in the game for longer.
It may be to increase the revenue of the game, for games that charge for time; It could also be to increase the activity of the game.
But for players, this kind of setting is actually a very painful setting, just like clocking in at work, for fear that one day if you don't go online, you will miss the income from the task or dungeon and can't keep up with the version.
And once you miss it, for the player, it is likely to be a forced abandonment of the pit.
I want to play and feel the fun of the liver guy in the game.,I don't want to play the occasional AFK for a while.,Because of the emergence of a certain version or a new copy.,Aroused interest to open the game again and enter that familiar world.,Through some simple content, you can still experience the plot of the game.,Experience the fun of the copy.。
Yang Chen felt that a design concept like Naoki Yoshida in his dream memory was more suitable for MMORPG games.