Chapter 531: The game is given away for nothing, and CG is the ontology

Aside from the competitive elements, just make it an entertaining game.

Unlike "League of Legends", which weakens the threshold of entry and is biased towards entertainment, Yang Chen decided to make "Overwatch" a completely entertainment-oriented game, rather than a professional competitive game.

Why did the "Overwatch" in the dream memory suddenly dissipate after setting off the heat, in Yang Chen's opinion, the plug-in and unstable updates are one aspect, but the trade-off between entertainment and competition itself is also a point.

At the beginning, "Overwatch" was not launched such as qualifying, this kind of specialized competitive mode, which led to the early launch, basically everyone in the game encountered the lineup of the Shimada brothers, rebuilding the empire, and then with the split, 76, McRae.

What five-output, six-output lineup can be said to be very common.

After all, everyone has a heart to show off.

The thrill of a black lily gun, Hanzo and a dragon group to destroy the enemy, Genji drew his sword and killed six times, McRae arrived at noon, how handsome this is.

In comparison, what sledgehammer eats me, or Lucio's pause here, basically all of them contribute to their teammates, and there are naturally fewer people who love to play.

This is obviously different from Blizzard's original intention, we want players to cooperate with each other!

How can you all play output?

That's not how this game is played!

So Blizzard started teaching players to play the game.

First of all, the output is too strong, let's slash it, and by the way, strengthen the tank and support, so that it is difficult for you to kill the opposite tank or nurse when you output one person, and then restrict the same hero from playing, in the open qualifying match.

So this game, which everyone thought was entertainment-oriented at the beginning, directly became competitive.

And as a competitive game, the ultimate core of happiness is obviously to win, and the same feelings as the loser of a competitive game must also be taken into account.

In the various positions and data in "League of Legends", players can clearly understand why they will win and why they will lose, and powerful players can also help the team to win if they get economic crushing through operation.

But in the competitive direction of "Overwatch", even if the C position made a big move to kill two or three key people on the opposite side.

However, in the case that the opponent has an ultimate, but the opponent does not have an ultimate, it is still difficult to win the team.

Because most of the heroes of Overwatch have the ability to turn the tide of battle.

Secondly, there is one of the most critical points, and that is the problem of beginner tutorials.

It seems to be dressed in the skin of an FPS game, but for Overwatch, in most cases, what really affects the victory of a team battle is not how accurate your guns are, but the use of ultimates and skills.

Tanks, outputs, and nurses can be said to be a whole, and games such as "DOTA" and "League of Legends" have very clear beginner tutorials that tell players what kind of abilities each position has.

For example, the support is to let the big brother take shape, so as to lead the team to victory, the front tank is to protect the formation, protect their own support and big brother, and the ADC is to kill whoever can kill and hit their own highest damage, and the assassin is to kill the core character with the highest output point of the opponent, even if it is one for one.

These "Overwatch" in the dream memory are not systematically taught.

In addition, it is very important to have entertaining gameplay and PVE mode, which are modes that enhance entertainment.

However, these things did not begin to be gradually introduced in dream memories until the popularity of Overwatch greatly decreased.

A personal competitive mode for players who like to play C-position, and a two-player team and three-player team mode.

There's also a random hero mode, a mode where players can't use ultimate, and a battle that resembles infinite firepower, and even a custom mode that lets players make their own game rules.

Even the PVE mode, which has been expected by players, was only released a few times during holiday events, and then the news that players were waiting for was that it was released as a new game.

As for the multiplayer versus part? The second generation can be matched with the first generation.

So what's this new game called? Isn't that the equivalent of DLC content?

And these entertainment-oriented models, without exception, are only launched one by one when the popularity of the game has dissipated quickly.

Including another battle royale, "PUBG" is actually a bit similar to the situation of "Overwatch".

When the game was popular, the official felt that they were the best in the world, slow updates and the attitude of 'I teach players to play games'.

When the popularity of the game is gone, it is crazy to launch various activities, various updates and new content.

There are so many lessons from the past in the dream memory, and Yang Chen's goal for "Overwatch" is also very clear, that is, to put aside the competition and concentrate on doing a good job in entertainment.

You don't have to open up too many modes at the beginning of the game.

In the normal optional mode, players can choose whatever they want; In the individual competitive mode, the player will be resurrected in the map, and the player who kills 40 enemies in time or the player with the most kills at the end of the time wins; Random mode, each time the player dies any random hero, and at the same time suicide will not replace the existing hero; In the Blind Draft mode, both players pick heroes for each other, and each hero can only be picked once.

Regarding several modes in the early stage of the game, Yang Chen quickly determined, in addition, there will be a plot mode when it is launched in the early stage, mainly to let players more accurately understand the skills and positioning of the heroes in the game.

In other words, it can be understood that this plot mode is a novice teaching mode.

Yang Chen was not too worried about whether the game could be successful, because the "Overwatch" in the original dream memory was just an ordinary matchmaking mode when it was first launched.

Yang Chen's biggest concern is whether the changes he made can make Overwatch's life cycle longer.

Little by little, perfecting the design ideas for the changes to "Overwatch", he picked up the water cup next to him and took a sip, and suddenly Yang Chen thought of something.

"That's right, CG animation!"

Yang Chen clapped his hands.

If there are any other aspects of "Overwatch" in the dream memory that are commendable, in addition to the butt, it is the CG animation related to the plot of the game's characters.

As the leftovers of "Titan", there is no doubt that "Overwatch" also has its own worldview.

It is definitely a big project to integrate a huge world view into PVE, and Yang Chen's original plan was to promote pass-through PVE, rather than the pure plot.

In this case, there is no doubt that CG animation is the best way to complete the game's plot.

And Blizzard did the same in the dream memory, or so they always did.

After all, a film company that doesn't do business is not in vain, and there are even players who say that the game is given away for nothing, and CG is the ridicule of the ontology.

If you have to say who can be more ruthless than Blizzard, then you can only think about it, Square Enix, who actually made a movie and almost bankrupted himself, is better.