Chen Mo was afraid that they wouldn't understand, so he explained a bit more.
"Regarding this, you have to remember one thing: Different platforms and equipment have completely different effects on the game."
"Compared to PC and VR gaming pods, mobile devices like mobile games have the advantage of being portable. This is also the advantage of handheld consoles.
"Traditional games, on the other hand, focus on the immersive experience. Using the best graphics, music, and script to create the best story, achieving the best experience. It's in a different category compared to mobile games.
"For example, some large scale VR games give people a feeling of grandeur. What is grandeur? All sizes are relative. When we feel the grandeur of the setting, we're actually using the size of the character in the scene as a reference.
"The setting is huge, the enemies are huge, and that's because our main character is a normal size. That's why we feel grandeur.
"If these games were to be ported to mobile or handheld consoles, the comparison would be very difficult. No matter how big the monster is, it would only fill up the entire screen. Even if you could barely recognize the main character on the screen, it wouldn't give people the feeling of grandeur. That's because the screen is only that big.
"If we lose this feeling of grandeur, and remove the multi-channel music and sound effects, then the appeal of the game would be greatly reduced.
"Since we're making a handheld console, we'll try not to make those grandeur games. We can consider porting games with large player bases like League of Legends and Overwatch, but we'll also have to consider the characteristics of the platform.
"This handheld console is most suitable for games like 'Super Mario Odyssey'. We don't care about grandeur, but we care about the small and detailed feeling. A smaller character searching around a small area. It gives people the feeling of a Suzhou garden. Even though it's small, it's complete.
"When we develop games for this platform in the future, we'll also prioritize games like this as it's the most compatible with this platform."
Chen Mo reminded them again and again, explaining some of the design details before they started working on it.
Chen Mo wasn't too worried about this game.
This was because the team was already good enough to handle this type of game. With such rich settings, they should be able to make it in a short period of time, but some of the details needed to be tweaked to reach the optimal state.
What Chen Mo was more worried about was what the actual Switch would look like. Could it meet his requirements in terms of performance?
However, it was useless to worry. He could only wait for the prototype to be made and test it out.
…
While Chen Mo was developing Super Mario Odyssey, there was a small incident in the gaming industry.
After the new year, a few large video game companies, led by Emperor Dynasty Entertainment and Zen Entertainment, began to develop similar VR games to Overwatch.
During this time, Overwatch was in the limelight. Although it wasn't as dominant as League of Legends on the PC side, it was showing its edge on the VR platform.
Especially after winning the Game of the Year award, Overwatch's popularity soared. With the game's excellent quality and innovative gameplay, it captured a large number of players.
On the livestream platform, LoL and Overwatch had become two key game sections. Even many VR game streamers had begun to ride on the popularity of Overwatch.
Chen Mo didn't disclose the revenue from the game. But there should be a lot of people guessing, because there were all kinds of jokes about 328 everywhere.
According to the experience of some streamers and players, there were indeed a lot of players who started buying skins for free.
There were even some girls who were playing Overwatch as a cross-dressing game.
Everyone knew that Chen Mo wasn't making Overwatch for short term profits. It didn't matter if they lost money in the early stages. As long as the game continued to run, there would be more and more players, and the revenue would continue to rise.
These video game companies were racing against time, wanting to make a VR game that could surpass Overwatch.
Emperor Dynasty Entertainment's game was called Gunfire Chronicles. This game had something to do with Emperor Dynasty Entertainment's previous projects.
The basic content and gameplay of the game were based on Wolf Soul, while the characteristics and skills of the heroes were based on a project that had been abandoned, Ancient Catastrophe.
Both were ready-made projects, so it wasn't difficult to make use of them. Lin Chaoxu had always felt that Ancient Calamity was a waste.
Because Ancient Calamity was a great work in terms of art, music, and playstyle, Lin Chaoxu felt that it was a great work.
It was just that it was a bit strange …
Maybe there was a slight deviation in the playstyle? Or maybe it caused a chain reaction?
Now, with the popularity of Overwatch, Lin Chaoxu felt that the leftovers from the Ancient Armageddon could be saved.
Gunfire Chronicles was a story where myth and technology coexisted. Warriors who could use guns obtained the power of the ancient gods through their unique DNA, and could use special skills while shooting.
For example, Ymir, the father of the Frost Giants. This hero was originally a tall and strong Nordic human. Normally he would shoot with a freeze gun, but after awakening his power, he could turn into a Frost Giant and attack his enemies with frost.
Of course, this design was based on Overwatch's hero design in some aspects, but it also added many unique elements. In fact, the gameplay of Overwatch was already very different.
Although Jin Jieguang wasn't fully in charge of Gunfire Chronicles, he did participate in the design of the game.
Although the failure of Ancient Calamity greatly affected Lin Chaoxu's impression of Jin Jieguang, he was still a model example of a hardworking person, so Lin Chaoxu couldn't just throw him out of the limelight just because of this.
This time, Jin Jieguang was also holding his breath. He still hadn't completely figured out why Ancient Catastrophe had failed the last time, but after such a long period of comparison and reflection, he basically had an idea in his heart.
The root of the problem was that they didn't copy League of Legends well enough!
He was obviously tricked by Chen Mo …
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