Chapter 1969: The So-Called Humanity XXV
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Freedom and balance are among the most important factors in any game......
Although single-player games tend to favor degrees of freedom, and online games tend to favor balance, a truly good game must have both......
Single-player games need to be balanced with a high degree of freedom......
Single-player games need to be highly balanced and have enough freedom......
Games that can have both, are often classics in the truest sense of the word!
And for online games......
Balance is the capital of the game's survival, and freedom is the root of the game's popularity!
The game screen determines whether the player is willing to enter the game to experience, the balance of the game determines whether the player is willing to play for a long time without giving up the game in a short time, and the freedom of the game is to bring the player enough freshness......
Of all these elements, balance is the most important!
It's simple!
In any kind of game, there will inevitably be a variety of class and talent systems, equipment systems, rune systems, and so on......
By choosing a class, choosing a talent, choosing a suit, or choosing a rune, players are embarking on a different path than other players......
The more power a game gives to the player at the level of choice, the more freedom the player has in the game, and the less likely it is that exactly the same combination will occur......
After all, every player will have a different understanding of the game, so when making a choice, the choice itself will not be unique!
Of course, the most critical problem is that the game itself always has an element of luck, and what different players can do is just choose a game route that is relatively reasonable for themselves to play, whether they can realize their own planning, in essence, it still depends on whether they can burst out or draw some of the equipment they want or the skills they want or other various game props in the course of the game......
In different games, there are so-called core concepts, whether it is the core card, the core role, the core equipment, the core rune, many times, what kind of game route the player chooses, in essence, is not decided by the player himself, but can only be based on these random elements obtained by himself in the game process, to finally make a choice, a tendon before the game starts, plan the game process, in many games, it is absolutely not feasible!
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The so-called balance of the game, in essence, means that the player's efforts and benefits in the process of the game should always be maintained in a balanced state...... To put it simply, the more you give, the more you get, and the less you give, the lower the return......
To put it simply, if in the game, people are crazy about a certain piece of equipment, or a certain game character, or a certain kind of pet, then the game loses a certain balance in a sense......
The so-called balance is not all things are one-size-fits-all......
Rather, no matter what type of game, there needs to be a gradient system......
For example, a game with card battles as the core, then in the game, the balance between card attributes and abilities will become crucial, theoretically speaking, cards of the same rarity, the strength in the game should be relatively similar, and the more powerful and versatile the character card, naturally should also be limited in rarity, so that only a small number of players can get this type of card......
It's a balance of balance!
The more powerful the card, the rarer it is, and that's a sign of balance......
On the other hand, if a card that is easy to obtain is naturally better than a rare card, then this kind of card will naturally become the first choice of civilians in the game, and of course, such a card will become a necessity if it is weakened......
Balance is something that doesn't change forever......
Just like in team competitive games, there is also the so-called generation version of a generation of gods, the same game character, sometimes, just a slight adjustment of skills, may make the strength of the character get a huge increase, sometimes, the appearance of a prop, the rise of a genre, or even the strength of another game character, may cause a lot of chain reactions......
However, no matter what kind of game you are in, there is always balance......
In team competitive games, the strong characters in the early stage will always be biased towards the weak in the later stage, and the weak characters in the early stage will always be biased towards the strong in the later stage, and the characters with certain weaknesses will often have strong enough core skills......
And these positioning itself is precisely a manifestation of the balance of the game!
If a character is good for nothing and every aspect can be replaced by another character, then this is a balance failure, and conversely, if a character is so powerful that it must be selected or disabled in every battle, then such a character is also a balance failure!
Of course, in competitive games, it is never possible to achieve the balance of the game in the simple sense of data, and only when the characters are put into actual combat will the advantages and disadvantages of balance be revealed......
There is no doubt about that......
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In fact, because of the need to maintain the balance of the game, in all team competitive games, the version and fine-tuning are often very, very frequent, weakening the mainstream characters in those games, and then strengthening the bench characters in those games, so that the playing rate of each character reaches a certain balance......
Under the premise that the playing rate of each character is balanced, modify the game's map, modify the game's props, and make the version continue to become unbalanced, then further modify it, and through this tempered modification method, the game will gradually become more balanced!
For competitive games, the need for balance can be said to be absolute!
Of course, for online games, it is inevitable that there will be a balance of demand......
It's just that this balance itself is not a balance at the level of confrontation in a simple sense, but the balance of the entire game data......
The balance between the player's effort and the benefit......
The balance between the player's chosen class in the game, the balance between the skills of the game character, the balance between the level and intensity of the game, and so on and so forth......
It can be said that balance itself is a ubiquitous concept for online games......
Of course, there is no balance in the absolute sense, any game, any version, there will always be a relatively strong game class in the version, there will always be a relatively strong game skill in the version, and there will always be a relatively mainstream game set in the version......
But the more mainstream things are, the more they tend to be weakened in the next version......
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In a sense, balance in the game is, essentially, based on the rules of the game!
A reasonable game rule and game system are often the most basic guarantee for the balance of the game, and it is also the root of attracting player support!
Just like in reality, if the president of a country wants to win the election, he needs his governing philosophy to be recognized by the people, and only when the people agree with his philosophy can he really sit in the position of president......
In the same way, from a business point of view, if a country wants to develop a good economy, then it must have good enough business policies to attract investment from businessmen!
From the perspective of governing the country, if a country wants to truly achieve national peace and security, then it must also have laws that conform to the moral cognition of the vast majority of people......
From ancient times to the present, the vast majority of revolutions in the world have often been triggered by tyranny in the simple sense......
In the case of national peace and security, the so-called revolutionaries do not have any soil for survival......
Of course, the so-called balance itself is not absolute justice, and maintaining balance in essence cannot be done at the expense of the player!
The game company must make players feel that their efforts and energy for the game are not in vain, and at the same time, they must ensure that the player's efforts are not too much in vain, and let the player have too much frustration, otherwise, even if the modification itself is reasonable, it will also lead to a large loss of players!
Many times, even if it is the right thing, if it is overdone, it will have a negative impact on it!
For example, in online games, players can repeatedly create countless trumpets to get the chance to draw lotteries, and then in this way, to obtain rare characters that are difficult to obtain in the normal process of the game, such game accounts are often called initial accounts, and many game studios often establish a large number of initial accounts in this way, and then after brushing out the best characters, they can be sold online......
Such a way, of course, is undoubtedly harming the interests of the government, and it is also harming the interests of every normal gamer......
However, this does not mean that when the game company deals with such a problem, it has the right to unconditionally suspend the game account, and the suspension of this type of account itself is of course undoubtedly an act of justice, but this kind of justice itself is a kind of excessive justice......
In a sense, the transaction itself of the initial number is not illegal in itself, because the game account belongs to the player's own property from the time the player is established, how to use and deal with it, in essence, it does not have much to do with the game company, as long as the player does not use the plug-in or use the bug in the game to make a profit, in essence, it is innocent, selling the initial account, of course, it affects the normal game order, but if the game company simply uses the ban to solve the problem, It is undoubtedly a practice of countering violence with violence, and it is a completely undesirable approach......
(To be continued.) )