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Home > Fantasy > Almighty Game Designer > Chapter 1122

Chapter 1122

Words:1510Update:22/07/12 13:43:32

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Chen Mo didn't feel anything when he saw the endless stream of Happiness and Grudge points. In fact, he almost laughed out loud.

Although he couldn't see the players' faces, Chen Mo could empathize with their struggles and pain.

"To comfort your broken hearts, it's almost Double 11. It's time for another round of half-price promotions." Chen Mo smiled. "Don't thank me. Please call me Sweetheart."

One had to admit that World of Warcraft was very effective in collecting Grudge points.

In previous AAA games, players collected Grudge points one by one, which was too inefficient. Moreover, in hardcore games like Dark Souls, many players gave up after Happiness + 1 and never played again. Even for those players who cleared the game, the more they played, the more Grudge points they would have to endure. Eventually, they wouldn't be able to collect much Grudge points.

However, with the release of World of Warcraft, it was amazing.

It could collect the Grudge points of 40 players at once. Moreover, as long as they played this game for a long time, it was impossible for them not to participate in team activities and raid dungeons, right? As long as they played, they would be able to collect Grudge points.

Even if some players didn't want to raid dungeons, they still had to go to the battlegrounds, right? Even if they didn't go to the battlegrounds, they would still have to do quests in the wild if they encountered an enemy faction, right?

Not only that, characters like 'Three Crop Rice' were appearing in World of Warcraft, and they didn't hold back when killing other players, making great contributions to Chen Mo's cause of collecting Grudge points.

However, Chen Mo didn't plan to make the entire World of Warcraft run out that long.

If he did, Version 60 would last for a year, Version 70 would last for another year, and it would take more than two years for the players to reach Lord Voodoo Meow.

This time span was too long.

One had to admit that some of the boss battles in the original World of Warcraft were more difficult. Many bosses, such as Ouro, C 'Thun, and Murru, were impossible to defeat when they were first designed, and some teams chose to avoid them. It wasn't until Blizzard weakened many of the bosses that the players successfully defeated them.

If they couldn't defeat the bosses without weakening them, it was obvious that some bosses were more difficult to defeat.

For Chen Mo, the reason why he released version after version wasn't to increase the players' gaming time. Instead, he wanted the players to have a consistent gaming experience and experience the exciting parts of World of Warcraft as much as possible. Otherwise, with the release of Wrath of the Lich King, who would still want to do the quest to open Ahn 'Qiraj's door?

However, this did not mean that the longer the version lasted, the better.

In this world, the number of players in World of Warcraft was extremely large. With the help of the sleep mode, they could play the game for as long as they wanted. Moreover, the difficulty of the raid dungeons was more reasonable. In a few months, they could finish all the mainstream raid dungeons.

Although the original World of Warcraft was a classic, as a game that charged time, some of the content in the game was meant to waste time. Most of the gameplay was based on killing monsters, and it wasn't a pleasant game experience.

Many of the more hardworking gameplay, such as farming reputation, were essentially no different from the silly loop running gameplay of inferior domestic web-based games. It was nothing more than repetitive work. In this aspect, Chen Mo wanted to 'lighten the load' on the players. He wanted them to experience the best parts of the game, so that every minute spent on the card was worth it.

Of course, most of the players were using the monthly card.

Apart from this, there was another important thing.

That was Double 11.

Oh, wrong, it wasn't actually Double 11, but a new event that would be released during Double 11.

Other than the usual half-price promotions, there was another milestone for Chen Mo, which was the official release of Oasis 0.

Last November, the 'Oasis Project' officially started. More than two hundred independent video game designers joined the Oasis Project to contribute to this revolutionary game.

They received a lot of resources from Thunderbolt Entertainment, including the art library, the physics system built by the Pangu engine, the latest AI system, and many other resources. They also received the rights to use countless large IPs within Thunderbolt Entertainment. In order to create a large, complex, and tightly connected parallel universe, they were all using their imagination and creativity.

Over the course of a year, every video game designer had to create an individual game unit for the Oasis Project. By then, players would be able to freely enter more than two hundred units to experience different games.

A year later, the total number of units reached three hundred and nineteen. Of course, many of the game units had very small capacities, and the game could only last for a few hours. Not all of the game units could provide gamers with more than 20 hours of gaming experience like a new game.

Regardless, the initial content of the game was complete. It was time to release Oasis 0 for initial testing.

Although Oasis had existed for a long time, strictly speaking it wasn't the real Oasis. It was only a prototype, which was why this version could only be considered the official version.

If Oasis 0 was judged by Chen Mo's final goal, it was still very immature. However, it would be a new and interesting experience for the players.

Oasis 0 had eight default modes: Solo Adventure Mode, Multiplayer Adventure Mode, Solo Survival Mode, Multiplayer Survival Mode, Competitive Battlefield Mode, Unfair Competition Mode, Free Exploration Mode, and Entertainment Mode. Each mode had 20 to 40 game units.

Among them, Adventure Mode was equivalent to a traditional single-player game; Survival Mode was equivalent to running for your life, where you had to do your best to avoid being hunted down by the AI; Unfair Competition Mode was where different factions had different combat strength, and the weaker factions had to cooperate closely; Entertainment Mode was a game with a lot of creative ideas.

Of course, these units were different from single player games.

Single-player games required players to have at least 20 hours of game time, and players could play intermittently. These game units were limited to around 2 to 6 hours. Some of the longer game units could be saved if they were in single-player mode, but if they were in multiplayer mode, they would have to confirm with the players beforehand whether the game time was suitable or not.

Apart from that, to avoid duplication of units and allow players to quickly get the hang of the game, all the units were processed dynamically.

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