Chapter Three: The Problem of the Three Kingdoms (I)
After "Three Kingdoms" announced an indefinite ticket jump, Su Li gave the studio's employees an extra three days off to let them release the anxiety accumulated these days.
If you're depressed, it's hard to make anything good. Although "Three Kingdoms" is an MMORPG project, there is no need to rush to rush the launch time now, and there is no need to race against time.
After some renovations, the team was back on its feet. The development of "Three Kingdoms" will certainly not stop there.
"It's not a failure, it's just a technical adjustment." Su Li said to the team members.
At this point, he needs to rebuild the confidence of the entire team member. "Three Kingdoms" has come to this point, and they are more or less self-doubting.
If you really start to question whether you can make something good and suffer from gains and losses, it is a more terrible thing than failure.
Su Li took the responsibility on himself and said: "This time it is my decision to skip the ticket indefinitely, and all the responsibility is on me." As the producer of Three Kingdoms, I couldn't control the progress of this project. ”
As the founder of the future oasis, the head of the Three Kingdoms Studio, and the producer of the "Three Kingdoms" project, Su Li has absolute authority here. In the same way, he also needs to take the most responsibility when something goes wrong.
In fact, Su Li is right, the project "Three Kingdoms" has not failed now, but some technical adjustments need to be made.
Ticket hopping is actually not a big deal, the future oasis is now just the first time to skip the ticket, players are not used to it, and when they jump more in the future, players will get used to it.
Although it's not good to use bounce tickets as a label,
Games that have experienced ticket bounces and even returned to the remake are by no means a few games that shine after the new life.
The phoenix bathes in the fire, and the butterfly breaks the cocoon.
After calming the team members, Su Li said: "It's not important to think about the impact of the ticket bounce now, the game needs to speak with the work in the end." If we can come up with a real boutique, then the bounce ticket will only become a compliment to our excellence in the end. ”
"The most important thing now is that we need to understand what went wrong with "Three Kingdoms".
The main purpose of this team meeting is to sort out the current problems of "Three Kingdoms". The Three Kingdoms project is not going to be redone now, at least the art resources that have been completed now are usable, and the most important issue now is to determine the core gameplay of the game.
What went wrong with the project "Three Kingdoms"?
The biggest problem is that this project mixed too much design and gameplay during the development process, and in the end, it was found that the game did not have a core thing.
This is also a relationship between Su Li's own lack of experience, when the project "Three Kingdoms" was established, the goal was set too big, and he wanted to make a comprehensive project, which contained a lot of elements and a lot of gameplay.
When it came time to conduct internal testing, I found that although this game has a lot of things, the core gameplay is not outstanding, like a forced blend of many systems, lack of coordination and interaction, making the whole game nondescript.
Looking at the previous games of Future Oasis, their core gameplay is very prominent.
The core gameplay of Lost Wonderland is an action-adventure with a high degree of freedom.
The core gameplay of "Shadow Secrets" is a high degree of freedom in the exploration of the story.
But when it came to "Three Kingdoms", Su Li's path was a little off.
In the earliest plan, the project "Three Kingdoms" was intended to be a sandbox ARPG game, but after some evaluation, it did not find a breakthrough point that could be very attractive under this framework, so the whole project was re-established, and the current MMORPG plan was born.
When the project was established, Su Li set a very large goal for "Three Kingdoms". However, in terms of the specific realization of these goals, the effect is not very good.
For example, to make a sandbox game, the game map should have a complete environmental interaction, so that players can feel the changes in the game environment.
But in MMORPGs, this complete environmental interaction mechanic can have a lot of problems when it comes to a large number of players.
In fact, in online games, there are games that have tried these mechanisms, such as "Fertile Soil" has such interactive mechanisms. The player's actions can affect the game's ecosystem. Many of the resources in the game do not refresh automatically, and require the player to perform activities such as "farming" to control.
To put it simply, if the player only cuts down trees and does not plant them, then there may be no trees on the map.
However, because of the different types of games, "Three Kingdoms" is a large-scale 3DMMORPG, and the size of the map is also many times larger, so it is much more complicated to make an environmental interaction mechanism.
At this time, Meng Jingyi, a young designer sitting next to Su Li, spoke: "In our latest test, we found that our original environmental interaction mechanics did not perform well in the game. ”
Meng Jingyi is a game designer who jumped from Penguin to Futuristic Oasis, responsible for the design of the environmental interaction system of Three Kingdoms.
Like Su Li, he returned from studying abroad and returned to China to join Penguin after graduation. In the last year, Penguin's IEG (Interactive Entertainment Group) and Penguin's SNG (Social Network Group) have been competing for a long time due to related business issues, which has caused a lot of impact.
Meng Jingyi, who didn't like this environment very much, left Penguin and entered the future oasis to concentrate on game design.
"Although the original environment interaction system did not have any problems with the technical implementation, this system lacked sufficient interaction with the whole game."
Since we started with the environmental interaction mechanism, Meng Jingyi began to introduce the relevant content.
The overall framework of "Three Kingdoms" inherits the environmental interaction mechanism in "Lost Secret Land", and the needs of the game can be fully realized at the technical level through the physics engine and chemical engine.
But "Three Kingdoms" is not "Lost Secret Land", and the fact that this system can perform well in "Lost Secret Land" does not mean that there will not be a situation of adaptation in "Three Kingdoms".
In fact, such a situation has really arisen, and this environmental interaction mechanism is somewhat incompatible with the gameplay of the game "Three Kingdoms".
One of the simplest problems needs to be solved, what is the purpose of this system. A game system should not exist in isolation, it cannot be free for the sake of freedom, it cannot be real for the sake of being real.
What is the purpose of high freedom and high realism, and what is the purpose of what kind of gameplay to match, this is something that must be solved.
If you strip the environmental interaction mechanics of Three Kingdoms from the game, then it is indeed an excellent system. He interacts not only with the natural environment, but also with the building.
For example, in addition to affecting the natural environment, the player's actions can also affect some buildings, such as permanently destroying houses, and even transforming the city in the game.
But when you put this system in the game, a lot of problems arise.
After tens of thousands, or hundreds of thousands of players pouring into the game, will the system crash, and how to deal with the malicious behavior of players?
What can this system bring to players, what gameplay can be matched with, and what kind of fun can players experience from it.
The team did make some designs in this area, but they didn't address these issues very well, so it needs to be revisited now.