Back in the office, Chen Mo received an internal document from Bai Shunhua.
This was a research report written by Bai Shunhua after he went overseas last year. It was only for the internal members of MG Esports Club to read. It analyzed the current state of the gaming industry in detail.
Bai Shunhua reminded Chen Mo to keep this to himself and not to share it with anyone else.
Chen Mo's identity was rather special as he wasn't in the esports industry. However, as the designer of League of Legends, he would be of great help to MG Esports Club. Therefore, this was Bai Shunhua's way of showing goodwill.
However, from Chen Mo's perspective, this internal document wasn't that valuable as the esports clubs overseas wouldn't run away. As long as the clubs in China were willing to spend some money, they would be able to write something like this.
Chen Mo looked through it.
The esports industry overseas was pretty much the same as in his previous life. America, Europe, and Korea were all doing well with a few established clubs.
Of course, just like his previous life, Korea was also at the forefront of the esports industry in the parallel world.
This' forefront 'wasn't referring to results as even the strongest esports industry couldn't dominate all types of games.
In terms of eSports results, Legion Conquest was completely dominated by South Korea, and in terms of FPS games, Europe and America slightly suppressed South Korea.
There was an exception in Warcraft, where the Chinese server had the strongest players, followed by the Korean server and then the European server. This had to do with Warcraft being the first to be released, having more players, a better ladder, and an early start.
From the results alone, the Korean esports industry in the parallel world wasn't as dominant as it was in his previous life. There were also many sports that they couldn't support, but their professionalism was almost the same as in his previous life. This meant that it still had a lot of potential.
While the esports clubs in China and Europe were still fighting for themselves, Korea already had an esports association and a complete competition system, as well as a standardized management system for players.
The culture of the citizens, support from the upper class, social recognition, professional management, standardized competitions, all these factors combined to keep Korean esports alive.
The chairman of the Korean esports association was a member of parliament. His responsibility was to fight for esports in the parliament, such as television channels and popularizing it. The vice chairman of the association was a representative of the company. Although they didn't participate in management, they still had a lot of influence.
The establishment of a professional club was an investment in the market of an enterprise, not a personal action of the boss. The managers of the club were all employees of the enterprise, not just employees of an esports club.
This model was to provide a form of protection for all the players and employees. If the company gave up on the e-sports club, these e-sports players would still be the company's employees. The company had to protect their working interests. Even if they were to lay people off, they had to go through the relevant procedures according to the labor law.
Therefore, even if some of the second-tier Korean teams couldn't achieve anything, they still continued to exist and persevered.
In fact, Korean e-sports had already broken away from the scope of playing games. The only purpose of its existence was to win the championship. It was a very stressful job.
Professionalism was about profit. If they couldn't win the championship, they might even give up on a certain game project and invest all their resources into a project that was easier to dominate.
In this document, Bai Shunhua also emphasized Korea's eSports development model and summarized many parts that could be used for reference.
…
Chen Mo finished looking through the documents.
This document only helped him understand the current state of the world's eSports development, but it wasn't useful at the moment.
The promotion of LoL couldn't be done in a day. In Chen Mo's previous life, LoL took three years to become popular all over the world, and it was the result of countless people's hard work. The situation in the parallel world was even more complicated, it wasn't realistic to expect LoL to become popular all over the world in a year or two.
However, Chen Mo wasn't the same as Fist Corporation. Fist Corporation only needed to keep updating League of Legends, but Chen Mo couldn't. He had to keep developing new games.
In the future, the promotion of LoL would rely on tournaments. The game itself didn't have much content to update, as long as a few new champions were released every once in a while, and the content of the game was optimized.
This was going to be a relatively long process. Chen Mo decided to split the current staff into two groups. A third of the original team would be responsible for the daily operations and maintenance of LoL, while the other half would be hired to be responsible for future promotions and tournament arrangements.
As for the others, they would start developing new games at the same time. After all, time was precious to Chen Mo, as there were plenty of equally fun and exciting games that he could make.
…
In June, Emperor Dynasty Entertainment's new game, Ancient Calamity, began to be promoted, with more and more information being released.
They used the term 'MOBA game', with the slogan being 'China style MOBA, a MOBA made by our own people'.
The game was based on ancient mythology, with Chinese mythology as the main focus, with mythology from other civilizations as supplements. The first version was planned to release thirty heroes.
It had to be said that Emperor Dynasty Entertainment had many experienced video game designers. With a very successful competitor as a reference, the development of Ancient Calamity progressed very quickly, completing the main content in just three months.
In terms of technology, Emperor Dynasty Entertainment's' Ancient Calamity 'wasn't any worse than' League of Legends', the difference was in the setting and gameplay.
In terms of gameplay, "Ancient Catastrophe" was a comprehensive simplification of "League of Legends". This was mainly done to further reduce the difficulty of MOBA games and allow more people with poor skills to experience the core joy of MOBA games.
Ancient Calamity removed the equipment system and economy system, freeing the players from the monotonous act of dying, allowing them to focus on the online battles and attrition, making the early stages of the game more intense and exciting.
At the same time, Ancient Catastrophe had added a lot of new map mechanisms. After killing wild monsters, players could collect special currencies. Using these currencies, they could activate the map mechanism and weaken the enemy's heroes and defense facilities. This made the competition points in the game more diverse, and it was no longer limited to dragons, red and blue buffs.
Moreover, this game took into account the feelings of new players to the greatest extent. The death statistics of new players would be hidden. After the enemy hero died, every hero that participated in the kill would be considered to have completed a kill. This was because this was a team game, and the act of stealing kills was not encouraged.
Moreover, without the economy system, stealing kills was meaningless. Wouldn't it be nice to record a kill for every player that participated in the battle and make everyone happy?
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