Chapter 4: The Problem of the Three Kingdoms (II)

Issues such as environmental interaction mechanisms are only a small aspect of the existing problems in Three Kingdoms.

One of the biggest problems that the current "Three Kingdoms" needs to solve is to put aside all the fancy showmanship, all the unpredictable game systems, and return to the most essential needs of an MMORPG game.

What exactly is the core gameplay of this game?

After solving this problem, the remaining problems can basically be solved step by step.

In the project team of "Three Kingdoms", as the boss of the project team, this is something that Su Li needs to solve, and it is also something he did not do well in the research and development work before "Three Kingdoms".

I want too much, I want everything, and in the end I don't get anything right.

For MMORPGs, even for the same type of game, the core gameplay is very different.

All MMORPGs have a common core gameplay, which is character development.

Players get enough sense of accomplishment from developing their characters, which is a very direct pleasure they get from a game.

MMORPG game, its core is still an RPG game, and the cultivation of characters is the eternal core of MMORPG.

Focusing on character development, designers can design a series of content as a way for players to develop their characters.

It can be said that the vast majority of MMORPG players devote most of their game time to character development.

Similarly, because character development is the absolute core of MMORPGs, the gameplay design around character development is the most important job for the designer, which can determine the reputation of the game, the success or failure of the game, and the revenue of the game.

For many game companies nowadays, their design is not so much about designing gameplay around character training, but rather about designing games around character training.

Yes, you can become strong if you have money, and you don't need to invest any more time in it, turning character development into a game of numbers. And many games nowadays, in terms of character training, block all other channels except money.

If the target audience of the game is identified, and if the success or failure of the game is judged by profitability, then this design sometimes works best. Players who don't have the conditions to invest a lot of time, but who are able to invest a lot of money, can hold up the game.

After completing the design of character development, most of the gameplay content of a game has been completed.

The rest is the design, what the player can do with the game character after it is formed.

This content is nothing more than two large pieces of content, PVP or PVE.

If it is a PVP-oriented one, then focus on designing PVP content to stimulate players to continue to engage in the game. The player's character development is akin to an arms race, becoming the core of a game's dynamism.

If the focus is on PVE, then it is to keep the game's PVE content updated and attractive, set the appropriate difficulty, and let the player develop the character to the point where they can complete the PVE content.

In many cases, the proceeds of this content can be fed back to the player's character development. For example, special rewards for PVP, or equipment dropped by PVE content, etc.

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Back to the game "Three Kingdoms", Su Li needs to confirm the two most critical contents, that is, how to cultivate the player's character, and the core gameplay after completing the character training.

One of the major problems of the original "Three Kingdoms" project was that in terms of character training, the content was too messy, and the entire training system was a bit complicated, and there was no core content highlighted.

Now, the entire project team needs to rework the entire character development system. The core idea is two points, in addition to equipment, to design a deep training system, this system can highlight the individuality and difference between player characters.

Another point is that in the gameplay of the player's character development path, there can be a good game experience, and the existing repetitive "brush" or "daily task" design can be abandoned.

Su Li will definitely not use a krypton-style design in the player's role training, because this is contrary to his game concept and the overall game concept of the future Oasis.

The game of Oasis in the future hopes that players can have an immersive game experience, which is the core concept of their game production. The target player group of Future Oasis is also a player group who likes an immersive gaming experience.

On the online game, Su Li's design for the game "Three Kingdoms" in character training is that players only need to invest time and energy in the game, and then add a little luck to complete the character training.

In this process, players can not only reap the joy of "becoming stronger", but also gain some joy from the process of playing. He wants players to be able to experience the game at any time, rather than repetitive tasks.

Su Li's concept for the design of this MMORPG game is that in this game, players who like an immersive gaming experience can truly immerse themselves in the game world and cultivate their game characters as their own doppelgangers in another world.

World of Warcraft has done just that, and for millions, tens of millions of players who have fought in Azeroth, their gameplay has been like an adventure in another world.

The birth of the project "Three Kingdoms" is based on this design concept.

Perhaps the players who like this game format are no longer the largest group of players now, but Su Li hopes that "Three Kingdoms" can bring them an excellent game experience and become a game that they are satisfied with.

For light gamers, in this day and age, they have so many games to choose from. They represent the largest player base available today, as well as a strong spending power driven by sociality. Major game manufacturers rack their brains to design their gaming products that fit them.

But for the heavier player base, they don't have as many options. Especially in MMORPG, there are very few people who are willing to do such big projects.

With high investment, high risk, and uncertain returns, this group of players can be said to face the dilemma of having no games to play.

The "Three Kingdoms" of Future Oasis is aimed at such a group of players, and what the entire project team needs to do now is to design a game suitable for this group.

When it was determined that the original design could not meet this condition, Future Oasis chose to postpone the game and remodify it instead of forcing it online.

The game of Oasis of the future does not need to be enjoyed by all players.

But the game of Oasis of the future, don't disappoint players who like it.