Chapter 157: Clash of Kings: The New Game Has Been Set

What exactly does the new game do, Liu Neng, we don't have a good idea yet. But the situation of an internal project caught his attention.

After more than half a year of operation, the revenue of the "Three Kingdoms" project has risen step by step against the trend, from more than 2 million at the beginning, all the way to slowly growing, and now it has reached nearly 10 million.

It's a web game, and a lot of people can't understand it.

Liu Neng can understand that the SLG game itself is a relatively heavy game, and it is a game type with a relatively high aurp for players.

"Three Kingdoms of Blood" is actually nothing special, but in the current era, it has completely different characteristics. For example, the concept of "the only general" has changed the previous practice of everyone with a set of generals as standard, and as long as you have money, you can smash out a powerful lineup, which is fundamentally different.

But there will also be a series of problems, such as the only military general has loyalty, once the field is played, the player's previous money will be wasted; Another example is the balance in the game, there is a gap in strength between non-historical generals and historical generals, and it is not so easy to erase.

In the later version, some of these problems have been solved, such as players can buy some props to increase the loyalty of generals; Some new clone generals have been added, although they have been scolded by players as a means to make money, but it is undeniable that this version of the update, on the one hand, will not make the efforts of big R players in vain; On the other hand, it is a way to please ordinary players by allowing the strength of ordinary players to reach about 70% of that of big R players.

The biggest difference between the Three Kingdoms and the previous SLG web game is that the player's goals and objectives are sorted out very clearly, so that players can enter the game and know what they do, what they should do in the early stage, and what to play in the middle and late stages.

This kind of purposeful gameplay, although in a sense can tie the player's hands, is definitely very useful in the current era of aimless games.

The final target of the Three Kingdoms is to attack more than half of the cities, and when the third version is updated, the goal is modified to all the cities under one alliance, and the server goal is completed. Before that, players need to complete multiple stages, namely the "Yellow Turban Rebellion", "Dong Zhuo's Rebellion", "Competing Heroes", "Three Points in the World", "Winning the Central Plains", and finally completing the great cause of "Dominating the World", the whole process will last about three months.

Since the launch of the game, there are about 20 groups of servers that have completed the task of dominating the world.

The rewards are relatively small, and players are assigned to a new server to start anew. Those players who have spent money can get some advantages, such as having portraits of historical generals, which can make it more convenient to find historical generals and then capture them. But that's the biggest advantage.

In fact, big R players are dissatisfied and dissatisfied, but compared to other games on the market, the kind of roll-off gameplay with a full inheritance system is actually more boring, making Big R not challenging at all, and "Three Kingdoms" is obviously much more interesting.

Liu Neng, who thought about not making web games again, decided to make another web game, and at the same time lay a good foundation for making mobile games in the future, the name of the game is "Clash of Kings", that is, COK, which was very famous in his previous life.

The gameplay of COK, in fact, has a clearer goal, which is to hit the largest city on the map. But the flow experience of this kind of game is better, coupled with its multi-background and multi-class gameplay, it is actually very suitable for overseas promotion. His goal is also very clear, that is, to promote this game overseas, first go to the web side, and then adapt it to the future mobile phone, so that it will become a game with dual-end data exchange. What we do now is to implement its functionality on the web page.

The original version of Clash of Kings is actually nothing special, from level 1 to level 40 of the wild monster design, from the cavalry, infantry, archers and siege vehicle class design, from the lowest class to the high class.

The first version does not have the concept of arranging troops, but only needs to highlight the restraint relationship between different classes. There is no need for generals in the early stage, but this vacancy needs to be set aside, and it must be planned later. One of the reasons why Cok's flow experience is great is that the game content such as class level, city construction, field fighting level, resource field, attack system city, etc., is brought out through a line, so that players can always play around this line.

It's an obvious and efficient experience that leaves players with little to no time wasted in the game.

The vast majority of SLG games actually fall into building troops, waiting for time, building buildings, waiting for time, capturing resource fields, and waiting for time...... In this reciprocating cycle.

Unlike Clash of Kings, he is essentially a social game. Yes, SLG games, in fact, have developed to a certain stage and are social games. It allows different players to communicate freely and unhindered, which is Liu Neng's most optimistic gameplay in "Clash of Kings". The rest of the gameplay is actually adapted on this basis.

Is COK really that fun? Actually, not exactly, this kind of game is actually nothing more than a collection of past SLG games. An important reason that really supports it to go on is his social module.

This is the focus of his design.

In this project, Liu Neng did not write the plan on a large scale, but brought the backbone members of Daystar to a meeting and roughly stated his intentions, "The basic situation is like this, we want to make a new web game, mainly to promote to overseas markets, and in the future, we will do double-end data exchange, mobile phone and web side." ”

As soon as the words fell, these people had already fallen into deep thought, and Zhang Jie said after a long time, "I have actually looked at the architecture of the mythical system in the past few days, and the problem of double-ended data interoperability should not be a big problem." But there are definitely a lot of problems, and it will take at least a month to overcome them. This needs to be optimized in the early stage, and it can't be said that just making the web version now doesn't leave a good interface. ”

"You take the lead in this problem, write all the questions well, plan the time, and finally push the approximate time to me. In addition, the built-in translation system, whether to do it directly in the client or push it through the server, you have to discuss. Liu Nengdao.

"This is best built in the client, and the built-in translator is different in each region, which may result in different package sizes. If it's on the server side, in fact, I'm thinking it's barely possible, and we'll discuss it internally and give the problem of the translator. Liu Fei said that he has gradually grown into a very good game master planner.