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Home > Fantasy > Almighty Game Designer > Chapter 343

Chapter 343

Words:1795Update:22/06/20 13:06:30

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Without the last hit and equipment system, it was much easier for the players to fight in the lane. All they had to do was whittle down the opponent's HP. However, this also made the alignment meaningless.

Because at the same level, you couldn't establish an advantage in the lane. Every time you whittled down the opponent's HP, it wasn't enough to make a snowball effect, and you couldn't get the last hit advantage.

Maybe the opponent would suddenly kill you after reaching a certain level.

You were suppressing them for the first ten minutes, but after ten minutes, you suddenly couldn't beat them. This situation was very frustrating.

The design of the map snatching mechanism was also a failure.

Although this design made it very easy for new players to learn the game, as they just had to follow the map mechanism, it also made the game lose the space of choice.

In League of Legends, if you went against the flow, you could set up a team, you could lead the lane, or you could defend to the death. This choice in itself was a kind of strategy, and it was a kind of fun.

But in Ancient Catastrophe, the map mechanism refreshed, and it made things very awkward for the party against the flow. Ignore it? It was equivalent to handing over the map mechanism to the opponent, and the disadvantage would only be greater. Ignore it? If you couldn't beat them, it was equivalent to giving up your life.

Moreover, as long as the map was refreshed, five players would have to fight together. If four of them went, and the other side sent five, and the result was a 1 to 4 trade, one could imagine how badly the player who didn't go would be scolded.

Of course, this was mainly talking about the experience of the low-end players. Everyone knew how to play the high-level games, so this situation would be much less.

But for a game, the experience of the low-end players determined the depth of the fish pond, and the depth of the fish pond determined the popularity of the game.

The fact that he had hidden his data was even more criticized by the players.

Because everyone felt very good about themselves. My data was so good, and I definitely had no problem playing. So if I lost, who would be responsible?

Obviously, my four teammates were trash.

In MOBA games, everyone had different understandings of the game. In the same situation, some people felt that they should set up a team, while others felt that they should just focus on developing.

Most of the time, there was no clear right or wrong way of thinking. Those who wanted to develop felt that setting up a team was suicide, while those who wanted to set up a team felt that developing would be a slow death.

In this situation, everyone felt that their way of thinking was right, and the others were idiots, so it was easy to have disputes and scold.

"Why didn't you come? If you came, we would have won! "

"You guys are just sending yourselves to death!"

Such quarrels could be seen everywhere.

Of course, this was common in League of Legends as well, but League of Legends could rely on skill and awareness to establish a financial advantage and complete a one versus five carry.

But the Ancient Catastrophe couldn't do it.

In order to give new players a clear goal, "Ancient Catastrophe" completely abandoned the most interesting element of MOBA games: choice, and severely weakened the positive feedback of the game itself.

What normal players needed to do was too simple. They only needed to push the dungeon, steal monsters, and clear the map. Anything else was meaningless.

You cleared a wave of soldiers, but you didn't feel anything.

You killed a hero, no reward.

If you won the team battle, the one who killed four or five times wasn't you, but your team. You didn't feel anything.

You couldn't feel the advantages brought about by your own hard work, but the disadvantages brought about by your teammates' stupidity were all taken in by everyone.

Therefore, after the players had a slight understanding of the Ancient Catastrophe, they all felt very good about themselves. After they lost, they started to crazily shift the blame to others and hurl insults at them. The gaming environment suddenly became extremely bad.

The Ancient Catastrophe perfectly illustrated the Wooden Bucket Principle: You couldn't save the world even if you played well alone. As long as there was an idiot, you would lose.

With this kind of game mechanism, when everyone was still a newbie, they could still play happily. But once they grew into veteran players, they couldn't continue playing at all. In fact, most of them even left the game.

Under such circumstances, it wasn't surprising that players suddenly started to leave the game in large numbers.



After coming to this conclusion, Jin Jieguang and the designers of "Ancient Catastrophe" were on the verge of breaking down.

What was going on?

Weren't these the advantages of "Ancient Catastrophe"? Didn't the players like it? Why did they suddenly all become shortcomings?

Change? How were they supposed to change?

Overturn everything and redo it? Wasn't this nonsense?

Moreover, even if they redid it, how were they supposed to do it? Follow "League of Legends"? Wasn't that still a game that copied "League of Legends"?

Besides, with this scale of changes, League of Legends would've finished harvesting the entire market in another two months, and it would be too late by then!

Lin Chaoxu was furious in his office, but he couldn't do anything about it. Ancient Catastrophe was his project to begin with, and he felt that there were no problems with it before making it. Now that there were problems, he couldn't just blame it all on Jin Jieguang.

However, Jin Jieguang's image and position in Lin Chaoxu's heart took a nosedive.

Jin Jieguang was also very confused.

Could it be that Chen Mo was wrong?

Or was he being tricked?



As "Three Realms" and "Ancient Catastrophe" died quietly, the battle of distribution channels came to an end much earlier than everyone had expected.

Although Emperor Dynasty Entertainment and Fantasy Gaming Platform were still using all sorts of methods to attract users, under the erosion of League of Legends, their dominance in the PC market had plummeted.

At the beginning of July, Chen Mo announced the latest figures for "League of Legends". The number of active players of the game had exceeded eight million, and was on its way to becoming the most played PC game in the world.

The number of new players on the European server, the American server, and the Korean server also increased steadily every day, bringing a steady stream of fresh blood into the game.

In China, "League of Legends" had begun to take over the traditional MMORPGs and FPS games. There was more and more material about "League of Legends" on various streaming platforms and video sites.

After unifying the MOBA genre, "League of Legends" had established its dominance in the MOBA genre, and the next step was to make a name for itself as a PC game.

Of course, this was going to be a very long process.

For Chen Mo, the most crucial stage of development and promotion had been completed. Although "League of Legends" hadn't started yet, it would be on the right track very soon.

As long as they kept releasing new heroes and creating an atmosphere for esports, "League of Legends" would continue to be popular for at least the next five years.

In the short span of half a year, "League of Legends" shocked the entire video game industry, and the concept of "MOBA" became popular all over the world.

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