Many designers were eager to create a unique Three Kingdoms game to win the first prize in this competition.
However, the more experienced video game designers knew that this game wasn't going to be easy.
The Game Committee's games were usually for games that were on the decline, such as the China themed games.
There were quite a few Three Kingdoms games in China. Or rather, a lot. However, the quality was worrying.
This was because Three Kingdoms was an IP that was completely free, meaning that any video game designer could make a Three Kingdoms game. There were no barriers.
Although there were a large number of Three Kingdoms fans in China, the Three Kingdoms IP was the same as Journey to the West. It had been severely overdrawn. A large number of shoddily made Three Kingdoms games had reached the point where most players would feel nauseous when they saw the words "Three Kingdoms" in the game's name.
Moreover, the current domestic Three Kingdoms games did not particularly reflect the Three Kingdoms culture in terms of gameplay.
Speaking of Three Kingdoms games, there was one that had to be mentioned, a popular MMORPG, Three Kingdoms of Heavenly Justice. This game was one of the top three MMORPGs in China along with Moon Lord's Prophecy and Legend of the Sword. It was very well known and had its own unique characteristics.
Three Kingdoms of Heavenly Justice focused on country wars. Players were split between the three kingdoms of Wei, Shu, and Wu, engaging in frequent country wars and sieges. At the same time, they could experience quests related to the Three Kingdoms.
Currently, most of the online games in China followed the path of Three Kingdoms of Heavenly Justice, focusing on country wars and RPG games.
Moreover, the Game Committee's requirements were 'adapting to market demands' and 'online games'. This meant that standalone games wouldn't be able to win.
Comparatively speaking, standalone games were much easier to make. It didn't matter if it was story or strategy, it was easier to make standalone games. This was because there was no interaction between players, so the designer had a lot of freedom and didn't have to worry about uncontrollable situations.
In Chen Mo's previous life, classic Three Kingdoms games such as Records of the Three Kingdoms, Cao Cao, and Heroes of the Three Kingdoms were all standalone games. Obviously these games had more variety in story and strategy, but the problem was that they couldn't be changed to an online game.
For example, take the playstyle of "Legend of the Three Kingdoms" for example. If each player played as a king, then there would be at most a dozen people playing together. Moreover, with different kings as the starting point, the balance could not be guaranteed.
Therefore, how to create an online game with the theme of the Three Kingdoms became a headache for all designers.
Moreover, because Three Kingdoms was an IP without any barriers, it also meant that its potential had almost been tapped out. Many designers had racked their brains to create a unique Three Kingdoms game, but most of them had failed.
So many designers couldn't come up with anything, which meant that this theme wasn't easy to do.
Under such circumstances, wanting to create a unique Three Kingdoms game? It was extremely difficult.
But for many designers, Chen Mo was busy with the S1 World Finals, and might not be able to participate. This should be the best news.
…
Chen Mo was typing away on his laptop in the lounge.
On the screen was the design concept for The Shore of the Unmade Land.
Compared to the famous Three Kingdoms games in Chen Mo's previous life, such as Records of the Three Kingdoms, Unparalleled Three Kingdoms, and Heroes of the Three Kingdoms, The Shore of the Unmade Land was much less famous. However, Chen Mo wanted to make this game because it had features that other games didn't have.
It was a free-to-play sandbox mobile game that could support tens of thousands of players in a war. Moreover, as an SLG game, it had a 40% retention rate for the next day and a high ARPU of 150. Moreover, the long-term retention rate was very high, which could be said to be very outstanding in SLG games.
In Chen Mo's previous life, there were many Three Kingdoms games after the rise of mobile games. Putting standalone games aside, when it came to online games, Shores of the Unyielding Earth could be said to be one of the best games.
Chen Mo didn't plan on going back to the Imperial Capital to make a big game. Making an SLG game with paywalls should be enough to win an award in this event.
Moreover, it had been a long time since Chen Mo made a game with paywalls. He needed to let the players feel his love for them.
From a technical point of view, The Shore of the Unmade Land didn't pose any difficulty to Chen Mo, and it didn't require much resources.
In terms of art resources, it was just the UI, generals, terrain, etc. Chen Mo could send his requests to the Imperial Capital, and wait for the art team in the Imperial Capital to prepare the resources and send them back.
The map in Shoreline of the Earth was a very realistic map of the Three Kingdoms period. It was pieced together piece by piece, but the land was reused, so the amount of resources was very low. There was land (timber, stones, iron ore, food, and other resources), rivers, mountains, cities, docks, checkpoints, fortresses, military camps, and so on.
Although The Shore of the Unmade Land's art was quite good for a mobile game, Chen Mo wasn't satisfied with this level of art. He wanted to make some changes to the game in two areas.
One was the construction of the cities.
The cities in The Shore of the Unmade Land didn't have many changes, and the upgrades were done in the form of diagrams. Chen Mo wanted to directly upgrade the buildings in the player's city, so that the players could see the upgrades in the city.
The other was the combat.
The combat system of The Shore of the Unmade Land was quite unique. Limited by the technical level, the combat was very simple, and there was no point in watching it, so it was better to just read the battle report. Although it wasn't a big deal for veterans, the combat itself was enough to dissuade beginners.
Chen Mo wanted to optimize the combat to better show the key points of the generals losing their troops, casting skills, etc. This would allow the players to see the effects of the various tactics. On one hand, it would enhance the art, and on the other hand, it would allow the newbies to know what was happening during the battle.
Apart from that, Chen Mo also wanted to optimize the performance of the map. For example, when the army was advancing, it would be closer to the ground, instead of looking like they were floating in the sky. The special effects and performance during the siege would also be optimized.
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