Chapter 675: Star Wars Accelerates the Collapse

With the growing popularity of "Battlefield", it can be said that the failure of "Star Wars" feels predestined.

At the beginning, Apex's reputation in terms of plot was crushed, and he pinned his hopes on the multiplayer mode, but then the mixed reputation of the multiplayer mode made them completely understand that "Star Wars" had been completely exploded.

Originally, on the major game live broadcast platforms at home and abroad, there were still many anchors who broadcast the multiplayer mode of "Star Wars", after all, there were too many people broadcasting "Battlefield", although the popularity was high, but the competition was also fierce.

But as it was broadcast, many anchors found that not only were they uncomfortable playing, but the audience was also uncomfortable watching.

The reason for this is that after "Star Wars" pinned its hopes on the multiplayer mode, it immediately updated the new mode, such as the introduction of the xenophobic mode.

Ranked mode, which can be said to be familiar to any gamer.

A mode that exploits the psychology of the player.

This is also known as the leaderboard.

For example, the so-called weapon spectrum in martial arts, the heavenly list, the earth list, and the human list, these can actually be regarded as rankings.

In the game, it is the so-called rank or score, and even the PVE mode has the so-called ranking mode, which is simply to use the player's competitive spirit to make the game sticky to them.

It can be said that many games take advantage of this method.

This can also be regarded as a kind of setting where the benevolent and the wise see the wise.

Games including League of Legends, DOTA, and Warcraft have added similar settings.

And it also officially benefits from the setting of rankings, which brings a high level of activity to the game from a certain point of view.

But not all games are suitable for this mode.

For example, the "Overwatch" developed by Nebula Games and the "Battlefield" that has just been developed are not suitable for this genre at all, but for most ordinary players, it can be said that they are not suitable.

The main reason is that the players in the game turn their attention from entertainment to a strong sense of pride in winning and losing.

Before there was no ranking, most of the players basically won and laughed haha, and although they were a little depressed when they lost, they just sighed.

However, if you add the setting of rankings, and link everything to the score and rank, it will exacerbate the harsh environment in the game before there is a major change.

The ranked mode in Warcraft is only limited to the 1v1 mode, which means that if you win, you are awesome, and if you lose, you are not as good as others, which is nothing to say.

League of Legends and DOTA, on the other hand, have hundreds of heroes and a variety of equipment, and there are too many factors that determine the outcome of a game, and it is full of all kinds of variables, which is the so-called level of game understanding.

Plus a variety of heroes, with a variety of different playing styles, positions.

It can be said that players can have a variety of expectations, such as the position of some people playing ADC, they can rush to the diamond level, but playing support to the top is the life of gold.

Or there are people who are not suitable for laning, playing online heroes, that is, silver level, but for the understanding of the situation, playing a jungler hero who does not have to predict the skill is not too high, but can revitalize the whole team.

To put it simply, it is to give players a sense of anticipation, just like drawing SSR cards, you will always believe in the miracle of a single shot, and the next SSR wife will come.

But in "Battlefield" and "Overwatch", it is different, there are too few choices, for example, "Overwatch" can't be outfitted, and there are so many heroes, which is destined to have some strong heroes in each version, which creates the stiffness of the lineup, coupled with a certain degree of innate restraint, it is even more difficult.

It's the same in "Battlefield", it's just that in the ordinary passerby game, if someone sinks the dreadnought, then everyone must be all kinds of surprises, most people are a little depressed at most, and players with a strong sense of victory and defeat will be more angry.

But if it is in the qualifying match, it is linked to their scores, then the first reaction of the vast majority of players is to report the block, don't let yourself run into this bad stroke.

This type of game usually has a common characteristic, that is, there is no way to rely on the individual ability of one person to lead the team to victory, or it is too demanding of the player's individual ability.

For example, in a traditional FPS, even if your teammates are 4 Muggles, as long as your marksmanship is hard enough, you can still lead your teammates to victory in 1v5.

But this can be said to be difficult to do in "Overwatch" and "Battlefield".

The game that tests teamwork the most is not suitable for emphasizing the win-loss confrontation gameplay, and is more suitable for entertainment gameplay elements.

Through some games in the dream memory, as well as the actual data statistics, Yang Chen also came to a corresponding conclusion.

Epex's Star Wars belongs to such a genre, on the one hand, the game itself is unbalanced, and the depth of content is not as complex as imagined, plus multiplayer battles that emphasize battlefield elements.

As a result, in Star Wars, what basically determines the outcome of a game is to seize the armor.

And once you get the armor, even rookie players can be very happy.

In Yang Chen's view, such a setting should belong to the care of novices in "Star Wars", but in fact, it has become a setting that makes the master snowball.

Coupled with the setting of the qualifying match, the original environment has directly become worse.

It was quite hot at first, but over the course of a week or so, the number of players had even caused problems with the game's matchmaking mechanics.

There is not enough player watershed in each horizontal tier, resulting in long matchmaking times.

For an adversarial multiplayer game, there are not enough matchmakers, and it can even be said that a game has half a foot in the grave.

Because there are only three ways to change, but any one of them will have serious consequences.

The first is to let it go, so you play a set of ten minutes and match a game of five minutes; The second is forced matching, resulting in a large difference in players' horizontal scores; The third is that the strong and the weak, which seems to make the two sides fair, but whoever loses, the negative feedback will explode directly.

It can be said that any kind of change will make the game start to go downhill, unless it can increase the number of players in the new blood.

With the emergence of this situation, some players who originally stayed in "Star Wars" because of the theme and background setting of the game itself found that the sense of experience was getting worse and worse, the matching time was too long, and the gap between the enemy and the enemy was too large.

All of this hastened the collapse of Star Wars.