Chapter 776: What player doesn't like to pick up trash?

Like games like League of Legends, PUBG has several levels of randomness and freshness.

MOBA-style games such as "League of Legends", different heroes, different positions, and the heroes of each opponent are also different, which belongs to freshness and randomness, the same map, the same equipment and resources, but the change is the hero.

This sense of freshness that cannot be replicated in every game can be said to be an important point for the success of the game.

And the same is true of "PlayerUnknown's Battlegrounds", the same map, the same guns, but the location you choose to go to, the situations you encounter, and the materials you find are different for each game.

The second is the rhythm of the game, about the rhythm of "PlayerUnknown's Battlegrounds", it can be said that it is a kind of social gameplay.

Unlike Battle Royale games like APEX Legends, where the map is very small and easy to engage in firefights.

The rhythm points of PUBG can be divided into two types.

The first is to choose a place with abundant resources and a large number of people, land to search for supplies, go head-to-head, and run laps to choose the next favorable terrain and exchange fire.

The second is to land to search for supplies, run laps to choose the next favorable terrain, and exchange fire.

Regardless of which mode is chosen, the player's experience will be a rollercoaster-style experience, flat, tense, bland, or tense, bland, and tense.

And this is one of the main reasons why PUBG is more social, as long as the player is careful enough, there will even be a situation where no one can touch it for more than ten minutes from landing to the finals.

During this period of vacuum, it is a time period for searching for supplies and bragging about teammates in the team.

This is an advantage that other games do not have, and in the dream memory, PUBG can form a phenomenal game in a short period of time, which has a lot to do with its social attributes.

But while this kind of hidden social nature is important, it's also important to note the advantages of PUBG's own game design philosophy, which is the negative feedback effect and the positive feedback effect.

The first is teamwork, yes, but compared to other FPS games, the team requirements of PUBG are actually not as high as thought.

Because the luck component plays a big part in this game, and the map is large enough and there are enough players involved, if it is another game, if the teammates are dead, the enemy is still full and wants to win, unless it is a technical crushing or explosion, it is almost impossible to win.

But in PUBG, as long as you're lucky enough, you can still win even if you're alone.

For example, the safe zone is always refreshed in your area, and when the others are forced to fight when they go to the safe zone, and then the number of people is reduced, and you benefit from the fisherman.

The performance of your teammates doesn't have as much impact on your personal gaming experience as Overwatch or League of Legends, but it gives players the ability to carry.

If it's a game like Overwatch and League of Legends, your teammates die when they die, but it's your experience that suffers.

For example, sending money to the opponent makes the opponent develop faster, and sending energy to the opponent makes the opponent more able to amplify the moves.

In a game like PUBG, this negative impact is minimized.

In addition, it is important to note that there are multiple points of joy in the game.

For example, in "League of Legends", if you want to be happy, for most players, although I lost, I killed it well, and I only blamed my teammates for being too mentally retarded.

Second, although I have this dish, there is a great god in my family who wins.

If you don't kill a person, this one still loses, and it's strange that this key point can be happy.

But in PUBG, the source of happiness is not only to kill people and get the final victory, after all, in a game with 100 people, only one person or a team can enjoy this last happiness.

So it's bound to bring joy to the player from somewhere else, and that's picking up trash.

No player can resist the joy of picking up trash, no one!

A fully equipped M4, a high-powered 98K with a silencer, accidentally found a three-level head in a toilet, a three-level armor, a Geely suit was found in the drop box, and an airdrop gun, a motorcycle was found when running drugs, and my teammates were knocked down, and I risked my life to get him up, these are all small joys that can be accumulated in the game.

And compared to other FPS, it can be said that "PlayerUnknown's Battlegrounds" is also very friendly to ordinary players, although I can't hit people, but I can pick up garbage.

Big guy, do you want a first aid kit? I have!

Big guy, do you want a high magnification mirror? I have!

Big guy, do you want a third-level old steel helmet? I have!

How big is it that you can't hit someone? Move the four-level pack, I have everything you want.

It is thanks to these factors that even a lot of players who have not played FPS games have fallen in love with this game mode.

In the conference room, Yang Chen talked to Wang Ye and others about the design plan of "PlayerUnknown's Battlegrounds".

Regarding "PlayerUnknown's Battlegrounds", Yang Chen will follow the earliest version of the model, that is, a small number of third-level heads will be randomly refreshed in the map, and the corresponding wardrobe will also be randomly refreshed at each resource point, which contains rare cosmetic clothes.

The operation of the game must be free-based, so the profit point is naturally only the prop fee, and the numerical props are naturally impossible to join, only to add skin props such as decorative clothes.

Resource points to brush clothes, which is mainly for garbage guy players, as well as casual players.

Killing people, as well as eating chickens to the end, this is obviously too difficult for them.

The source of happiness of picking up garbage and dressing up their boxes beautifully is obviously for them.

…………

The development plan for "PUBG" was temporarily finalized, and after the meeting, Wang Ye and the others went to start the development of the first DEMO version, and at the same time unpacked the data of "Real War", after all, they were going to develop on this basis.

And Chen Shu's work in the art team is much simpler, designing good-looking clothes in the game, and unlike the developer of "PlayerUnknown's Battlegrounds" in Dream Memory, Blue Hole, Nebula Games has too many advantages.

torture and kill the prototype Brother A's clothes to a set; Assassin's Creed's 'Old Pervert' Uncle E's Assassin has another set of tattoos, and the God of War has another set of tattoos;

The work on PUBG began in an orderly manner, and Yang Chen was also thinking about the content of another game.

This is something that I have already thought about in my heart when I decided to do "PUBG".

An American cartoon-style RPG-style FPS game based on PVE gameplay mode, and a game that also has the attribute of picking up garbage.

After all, picking up garbage, what player doesn't love it?