Chen Mo got off the stage and returned to his seat.
Zhang Xiaokong furrowed his eyebrows and whispered, "Chen Mo, aren't you talking too much? Aren't you afraid that Overwatch's success will be copied after you told them all about it? "
Chen Mo laughed, "Don't worry, I have faith in Overwatch. What's more, this is an exchange. There are both right and wrong viewpoints. Everyone is improving through the exchange. "
Zhang Xiaokong still felt that it wasn't appropriate, but since it was Chen Mo's personal matter, he didn't ask any further.
Chen Mo felt a bit helpless. I purposely adjusted the range of the AI-reducing aura to avoid the indie video game designers in the back row. Why does it seem like they've been tricked by me?
Could it be that I'm at the level where I can trick people without any equipment?
…
Chen Mo's words were half true and half false.
While it was possible to eliminate the correct option by elimination, it was also possible that it was a dead end after elimination.
The path that Chen Mo described was the path that Overwatch was taking, and it was a path that was impossible to walk.
The dead end didn't mean that it would fail, but that it wouldn't be able to reach the level that MOBAs were popular all over the world.
Although Blizzard made some mistakes in the production and marketing of Overwatch, what if it was someone else? They wouldn't be able to do a good job with the idea of an FPS with skills.
Overwatch's success couldn't be separated from its excellent characters, background, and culture, which were Blizzard's strengths.
What if other companies wanted to copy Overwatch? They wouldn't be able to reach Overwatch's level in terms of culture. Therefore, Chen Mo wasn't worried about being copied, as this type of game couldn't be done well by anyone.
Overwatch did have a lot of problems, Chen Mo knew that, but these problems couldn't be solved with the current design concept.
In order for Overwatch to be a perfect competitive game, the core problem that needed to be solved was balance/tactical richness. These two problems were actually the same problem.
The specific problems were: slow updates, lack of content, easy to get tired of playing, inflexible lineups, poor experience, etc. These all stemmed from the same problem.
Based on Overwatch's current game mechanics, there was an optimal hero lineup, or a near-optimal one.
So-called balance didn't mean that both sides could have the same lineup. Otherwise, why would MOBA games need to ban? Wouldn't it be fine if everyone just blindly chose the version's strongest Hero?
In Overwatch's "Push the Cart/Occupy the Spot" mode, certain team-based heroes became indispensable. In 6v6, lineup changes were directly locked, and heroes were squeezed into each other's field space.
The difference in treatment between the 76ers and Rebuilding the Empire was because their output stability and output ability were not on the same level.
Then, could it be possible to quickly produce multiple heroes and achieve a good balance through the number of players?
Almost impossible. It was possible to produce heroes quickly, but the more heroes there were, the harder it was to balance it out. This was much more difficult than in MOBA games.
This was mainly because of Overwatch's gameplay system. In MOBA games, there were rich map mechanics, and there was room for growth. Therefore, heroes with special characteristics such as early game heroes, late game heroes, and split heroes were allowed to exist. A late game hero was weak in the early game and invincible in the late game. Players had ways to deal with him, so it wasn't a problem.
However, Overwatch didn't have an economic system, nor did it have map mechanics that could increase combat power. Heroes didn't have any room for growth, so it was impossible to differentiate between early and late game heroes.
Under these circumstances, some special heroes couldn't appear, and even if they appeared, players wouldn't play them. Therefore, due to the limitations of the game, it was difficult to achieve this balance.
As long as A's damage was 1% stronger than B, players would choose A over B.
Out of the limited 6v6 lineups, players would carefully select six heroes that could bring out the strongest teamfights. For example, Sledgehammer, Mao Mei, DVA, 76, Anna, and DJ. Such a lineup would be able to crush any assault-type heroes.
Genji, Sky Hunter, you want to cut Anna? The Hypnotic Needle, the bottle, and the Mao girl's shield were enough to make the situation clear.
With this lineup, what was the point of mobility? Genji, Sky Hunter, Black Lily, Hanzo? So what if they could climb walls? So what if they could see through walls?
Therefore, no matter how many new heroes were released, or how many new hero mechanics were created, professional players would always be able to find the six best choices. The problem of a rigid lineup was almost impossible to solve.
This was because Overwatch didn't have any growth or economic system.
Of course, it wasn't necessarily the right choice to have a growth or economic system. This was an FPS game, there were fights all the time. There wasn't any option to steal a tower or grow safely. If a snowball was allowed, wouldn't the underdog be snowballed to death without being able to fight back, causing the match to lose its suspense?
No one would know before it was made, but it was obvious that solving a problem would lead to a new one. In Chen Mo's previous life, Blizzard didn't make Overwatch perfect, and no other company could make a game like this perfect.
It was a dead end for 'it looks beautiful'.
Therefore, Chen Mo chose a different path. He wanted Overwatch to be an entertainment game, avoiding the overdevelopment of the game during competitive matches and taking away the fun of the game.
Making Overwatch into a world-famous competitive game was an impossible task. Obviously, Chen Mo wouldn't say that out loud.
He couldn't wait for all the designers from big companies to copy Overwatch, only to fail miserably.
…
This year's talks and conferences were a bit boring, as Chen Mo stole all the limelight.
Many people were discussing the success of League of Legends and Overwatch. They were speculating if this represented a certain direction in the future.
Obviously, these two games were phenomenal games. LoL was also doing well overseas, not just in China. Although Overwatch wasn't officially released overseas, it would definitely be very popular overseas based on the game itself.
What about the other games? Only "Grand Tang" and "Three Realms" had a slight chance of competing, but in terms of topic and popularity among the players, they were still far from being able to compete.
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