Chapter 84: Trade-offs

The first version of the worldview given by Rao Bin, Ye Shenxi felt that it was actually okay, so he simply modified it and asked him to continue to refine it.

An alternate continent, where humans and other bizarre creatures, intricate power relationships, friends, enemies, lovers, and relatives have several elements.

Ye Shenxi still put forward a more rigorous demand for this world view, although the story background of a MOBA game hero is not the main body, but in fact, the story content of the hero background is helpful for players to know and understand the game, such as some CP combinations or grievances, players talk about it and spread it by word of mouth will be conducive to the promotion of the game.

And Cao Ruoruo's several images designed according to Rao Bin's needs, Ye Shenxi also felt OK, the characters were beautiful, close to the real proportions, and would not look immature; The style of painting is fashionable, and there is no sense of age at all.

From muscular warriors, ghostly or majestic mages, to arrogant or seductive women, to cute short heroes who can arouse the player's girlish heart, some vicious monsters will not make people feel ugly, but will have contrasts and cuteness.

He won't highlight the maverick on this kind of popular aesthetic thing, and if you want to do something dark to attract non-hardcore users, it's really a shame.

But these are not the point, his biggest headache now is the choice between two directions, leisure and gameplay.

These two directions are not simply compared through the two games, but should be looked at the history of competitive games.

From "Thor 3", which was flying around in the early years and requiring you to make multiple 180-degree turns in one second, to "Heroes of Counter-Terrorism", which emphasized teamwork and slowed down the pace;

From the multi-line operation of the whole process, highlighting the operation of "Interstellar Wars" to the hero leveling development out of the mountain and then bringing the little brother to the group fight, the big team battle to decide the winner of the "Warcraft War 3";

From Warcraft War 3, where three heroes and a group of soldiers, to RotA, where only one hero is controlled in most cases;

Even later in another world, there was no even denigration, so that even novice players could easily get started with "League of Legends".

These iconic competitive games highlight the fact that every time the bar for the industry is lowered, its audience expands exponentially.

In other words, they are sacrificing the so-called competitiveness for entertainment, because in fact, the real competitive participants will always belong to a small number of the top group of people, and the majority of them are spectators, players, not players, who step in because of entertainment.

If you want to use it for comparison, "League of Legends" is highly entertaining and competitive, while "RotA" is entertaining and competitive. As everyone often says, Jay Chou's fast songs determine the height, while slow songs are responsible for singing.

In this era, how does "Wuthering Heights" compete with "Breaking the Sky" in terms of readership?

In order to be entertaining and lower the barrier to entry to attract more players, League of Legends has not just eliminated the denying.

Clear hero positioning, top laner, jungler, mid laner, AD, support so that players can play a good game with only one position, rather than needing you to be an all-round player and eat all the number one to five positions.

The mechanism of deducting money from death has been eliminated, which has reduced the frustration of players, even if you are suppressed and targeted, you will slowly grow up and play your role.

Limited to the hero 1 passive and 4 active plus 2 summoner skills, QWERDF set to take away, what a handy skill key, even the reading is catchy.

There are a lot of items that can be actively used, and there are also smart spells to simplify the operation.

Too much, too much.

And especially crucially, it is for the pace to be accelerated. Many of the changes mentioned above are also aimed at this.

The first is the increase in overall DPS, which is the hero's damage per unit of time. The increase in damage makes it particularly important to focus on the first time in battle, and to throw skills to the corresponding characters to become the most critical place, and the goal is also very clear. Therefore, the team battle broke out quickly, the position was concentrated, and the end was fast, which was concise and clear, fast and efficient, and extremely explosive.

Passive skills and four active skills, including equipment like Macon and Jumping Knife from RotA, are directly given to the player in the form of summoner skills such as healing and flashing, allowing both heroes to engage in large-scale team battles from the start.

The Little Dragon, Canyon Pioneer, and red and blue buffs, including the wild area elements that were added later, are also so that the two sides can fight because of the competition for wild resources in the early stage.

These designs that speed up the pace of the game make the game battles frequent and the head explodes quickly, even those who have not played it will feel that the game is full of blood and excitement.

However, it is also because of this that the reliance on damage in League of Legends weakens the strategy, and players will not have as many choices in equipment as in "RotA" according to the situation and personal decisions, and there are no equipment such as hidden knives, flutes, asters, halo hammers, black and yellow, and sheep knives that restrain and counter-restrain wits. So many people think that APC, ADC, and meat are just a few pieces of equipment, and it seems that the hero's outfit is somewhat fixed in each version.

The shortening of the duration of the battle has led to too little time left for the players to think about the game and the benefits of the battle in the battle, and it is difficult to play more points in a battle like "RotA", which often fights more points, involvement, roundabouts, sounds, ambushes and counter-ambushes, encirclement and counter-encirclement, and other tactical things to play vividly. Although RotA may be too difficult for novice combat players to understand, it is also very challenging to explain in many cases.

But that's the trade-off, you can't say who is better and who is inferior, because the two games are facing different positioning, hardcore players and pan-users.

Competitiveness and entertainment are contradictory in themselves, and Ye Shenxi needs to adjust this balance and make trade-offs in the inclination of both ends.

The game market is too big, even if you make a high-end niche product, as long as you do it well enough, you will definitely be able to live a very nourishing life.

But his ambitions for Eternal War don't stop there, or not just in the realm of games, which can't change the esports industry.

Popularize e-sports, promote this market from the student group to the social level, and then regulate it, guide it, so that it can also become the same mainstream cultural entertainment as movies, music, television, novels, and tourism.

That's what he wants to do.

Therefore, the entry threshold of "Eternal War" must be lowered, but Ye Shenxi will also ensure the diversity of strategy choices, so that players have room for tactical games.

Whether it can be done or not will have to be analyzed by a large number of player experience test feedback after it is launched.