They could not be blamed for misunderstanding it. After all, the name Digging for Advancement left a deep impression on them. Most players and streamers shuddered when they heard the name, let alone the staff.
Chen Mo smiled. "No, no, no. This is another game. It's different from the hammer-wielding man climbing a mountain. Take a look at the concept draft. "
Everyone had a sudden realization when they saw the title of the concept draft on the projection screen.
Oh, it's PlayerUnknown's Battleground!
Looking at the basic concept of the game, it fit the name quite well. A hundred players landed on a deserted island, and only one survived. It was indeed a battleground.
Chen Mo started explaining the basic concepts and settings of the game.
The core of the game.
The map mechanism.
The character movements.
The gun system and accessories.
The item system and refresh mechanism.
The vehicle related content.
…
PlayerUnknown's Battleground was not complicated. Although some of the details were complicated, the basic settings were easy to understand.
In short, it was throwing a hundred players on a deserted island. They would search for resources and kill each other until only one survived. At the same time, the concept of a 'blue circle' was added to control the game time and drive the players to gather.
As for the rest, they were added to make the game richer and more fun.
Chen Mo looked at everyone after he was done explaining. "How is it? Do you understand?"
Nobody raised any questions. Chen Mo explained it very clearly, and the mechanics of the game were not difficult to understand.
Perhaps the only question was … Was that it?
Obviously, this was a far cry from the groundbreaking masterpiece that many people had in mind. It was not as shocking as when Dark Souls was first released.
If one only looked at the concept draft, PlayerUnknown's Battleground was only innovative in terms of gameplay. There was nothing special about it.
Even if they used the Pangu engine … it was a battle with firearms after all. Most of the damage came from the bullets. The effect would not be as outstanding as Dark Souls.
Perhaps … it was the first project of the year, so they decided to do a simple project to practice?
Many people had the same thought.
Chen Mo smiled. "Alright, if there are no problems, the meeting is adjourned."
…
Many people looked down on PlayerUnknown's Battleground concept when they first came into contact with it. The reason was simple. The gameplay did not look cool.
Obviously, many people on the task force also had the same doubts.
Maps, firearms, vehicles, accessories, props, movements, and so on were more or less present in other large-scale FPS games. It was not much of an innovation.
The only thing worth bragging about was the game mode, but would the players really accept it? He still had to be suspicious.
In fact, in the parallel world, there were a few survival games. For example, two years ago, there was a survival game called "Encirclement of Zombies". The player took on the role of a soldier in the apocalypse and needed to defend the base against the zombies. At the same time, they had to constantly scavenge for resources to survive.
It did achieve a certain level of response, and the sales were not bad, but it was far from reaching the point of being "popular."
However, Chen Mo wasn't the type to be content with a little bit of wealth. Even if he made a mobile game, he would aim to be number one on the best-selling leaderboards.
PlayerUnknown's Battleground looked like a FPS game mixed with survival elements. Could it surpass those traditional FPS games with just one idea?
Chen Mo's answer was yes.
When people analyzed PlayerUnknown's Battleground, they tended to look at the problem as simple as it could be. "It's just an idea!"
However, in reality, MOBAs were also an idea, MMORPGs were also an idea, and most classic games were also an idea.
The key was whether this idea could be perfected into a rich game, and whether this idea could cater to the preferences of the majority of the players.
Based on the tastes of the masses, PlayerUnknown's Battleground was better than all the other FPS games on the market (only referring to the game's playability). This was not a coincidence, but an inevitable result of the game's philosophy.
PlayerUnknown's Battleground's magic lay in five main aspects.
The first was the strong randomness and the sense of freshness.
The second was the possibility of growth.
The third was the relaxed pace of the game.
The fourth was the moderately intense teamwork, with a high tolerance for mistakes.
The fifth was the abundance of fun and excitement points.
If these five points were singled out and compared to other FPS games on the market, one could clearly see why PUBG was so good.
If PlayerUnknown's Battleground's score was 100 points, it could be compared to other competing games.
Traditional FPS Games (PvP): 50
FPS Games (Standalone): 30
Overwatch: 60
LoL: 100
Of course, this was not to say PlayerUnknown's Battleground beat the other games. The other games had their own strengths, and they were not included in the evaluation.
It was just that PlayerUnknown's Battleground had a clear advantage in these five points.
The strong randomness and freshness was the root of the game's longevity. To put it simply, PlayerUnknown's Battleground and LoL were similar, they were both games that gave players a new experience every time they started.
Standalone FPS games were good in all aspects, but this was the only thing that they could not provide players with a strong randomness in the game. No matter how fun it was, it would be boring after a few rounds.
As for traditional FPS PvP games, battles often broke out in a few key locations, and the players would feel a sense of déjà vu after a few rounds.
Although Overwatch could change heroes to dilute this feeling, the sense of déjà vu in the battle locations was still a problem that could not be solved.
For example, cart-pushing maps, there would be a fight at every corner. Coupled with the problem of a rigid lineup, the players might have played more than ten rounds, and the players would feel the same, which would greatly reduce the anticipation for the next round.
This was the trump card of PlayerUnknown's Battleground. Because the map was large enough, the plane routes were different, the blue circle was different, the number of people flying in a certain area was different, and the loot was different, the players would always have a different gaming experience.
As for the possibility of growth, it meant that the players could continuously improve their skills through repeated training.
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