Chapter 1134: Oasis 1.0 (Three Watches)
Looking at the endless flow of happiness and resentment, Chen Mo did not fluctuate in his heart, and even almost laughed.
Although he couldn't see the faces of the players, Chen Mo could still empathize with their struggles and pain.
"In order to appease everyone's wounded hearts, it's almost Double 11, and there will be another wave of half-price activities, and the plan will be through." Chen Mo smiled, "Don't thank me, please call me **." ”
I have to say that the collection of resentment points in "World of Warcraft" is outstanding.
The previous 3A masterpieces were just collected one by one, which was too inefficient. And in a hardcore game like "Dark Souls", many players just throw it there after liking +1 and don't play it at all, and even those players who clear the level, the higher the threshold of suffering the further they play, and slowly they can't collect any resentment points.
But as soon as "World of Warcraft" came out, it was very striking.
You can collect 40 players' grievances at once, and as long as you play this game for a long time, it's impossible not to participate in team activities and play team books, right? As long as you fight, then you will have a proper grudge value.
Even if some players really don't play team, then you have to play the battlefield, right? Even if you don't brush the battlefield and encounter a hostile camp while doing tasks in the field, you still have to PVP, right?
Not only that, characters such as "Three Crops of Rice" are constantly emerging in "World of Warcraft", and they never show mercy when they slaughter trumpets, making outstanding contributions to Chen Mo's cause of collecting resentment points.
However, Chen Mo didn't plan to really stretch the whole time of "World of Warcraft" that long.
If it really grows, then the 60 version can last for a year, and the 70 version will come for another year, and when the players hit the witch meow king, it will be more than two years later.
That's a long time span.
I have to say that the intensity of some boss battles in the original version of "World of Warcraft" is relatively high, and many bosses, such as Oro, Cthun, Muru, etc., couldn't be beaten at all when they were first designed, and some teams simply bypassed and didn't fight, and after Blizzard weakened many bosses, players successfully got through.
If you don't weaken, you can't beat it, so it can be seen that some bosses are too high in difficulty design.
For Chen Mo, the reason why he wants to release one version after another is not to prolong the player's game time, but mainly to allow players to get a consistent game experience and be able to fully experience the wonderful parts of "World of Warcraft" as completely. Otherwise, as soon as "Wrath of the Lich King" comes out, who will still go to Angela's task of opening the door.
However, that doesn't mean that the longer the release lasts, the better.
The World of Warcraft players in this world have an extremely large base from the beginning, and with the help of sleep mode, their game time is guaranteed, and with the more reasonable team dungeon difficulty, they can basically play the current mainstream team book in a few months.
Although the original "World of Warcraft" is a classic, as a time-based game, there are still some content in it that deliberately burns time, and a lot of gameplay is based on brushing, which is not a pleasant game experience.
A lot of more liver gameplay, such as brushing prestige, is actually essentially no different from the stupid running ring gameplay of domestic inferior page games, which is nothing more than repetitive work. In this regard, Chen Mo also intends to "reduce the burden" on players, try to let them experience the most exciting side of the game, and make every minute of the point card worth the price.
Of course, most players are now using monthly cards.
In addition to this, there is one more very important thing.
That's Double 11.
Oh, it's wrong, it's not 11.11, it's a new event that will be launched during 11.11.
In addition to daily half-price promotions and other activities, there is also a milestone event for Chen Mo, that is, the "Oasis 1.0" version, which is about to be officially launched.
In November last year, Project Oasis officially launched, with more than 200 independent game designers joining the project to contribute to this epoch-making game.
They have obtained many resources within Thunder Interactive Entertainment, including the art resource library, the physics system created by the Pangu engine, the latest artificial intelligence system, etc., and have obtained the right to use countless super-large IPs within Thunder Interactive Entertainment, just to create a huge, complex, and closely connected parallel universe, and they are also working day and night to exert their imagination and creativity.
Over the course of the year, each designer develops a separate game unit for the Oasis project, where players are free to enter more than 200 game units to experience different games.
A year later, the results were impressive, with a total of 319 game units. Of course, many of these units are very small, maybe only a few hours long, and not all of them can provide players with more than 20 hours of gameplay like a new game.
But in any case, the preliminary game content is already available, and it is ready to launch the Oasis 1.0 version for preliminary testing.
Although "Oasis" has existed for a long time, it is not strictly speaking, it is not a real oasis, it is just a prototype, so it is not until this version that it can be considered an official version.
If Chen Mo's ultimate goal is to measure the current "Oasis 1.0", it is still very naïve, but for players, this should be a rather novel game experience.
The Oasis 1.0 version has eight modes by default, namely single-player adventure mode, multiplayer adventure mode, single-player survival mode, multiplayer survival mode, competitive battlefield mode, unfair competition mode, free exploration mode, and entertainment mode, each mode has 20~40 game units.
Among them, the adventure mode is equivalent to the traditional single-player game; Survival mode is equivalent to escaping, and you have to avoid the pursuit of the AI as much as possible; The unfair competition mode is that different camps have different combat strength, and the weak camps need to cooperate closely; Entertainment mode is a brain-opening game unit.
Of course, these game units are different from single-player games.
Stand-alone games basically ensure that players have more than 20 hours of gameplay, and players can play intermittently; And these game units are basically controlled in about 2~6 hours, some very long game units, if it is a single-player mode, you can archive, multiplayer mode, you have to confirm with the player in advance whether the game time is appropriate.
In addition, in order to avoid duplication of game units and allow players to quickly get the hang of clearing the level, all game units have been dynamically processed.
Under the role of advanced AI, these game units will be different every time they enter the script, such as the starting position, NPC IQ and personality, prop position and role, etc., all of which will have a relatively large difference.
Tsing Yi got drunk and said
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