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Home > Fantasy > Almighty Game Designer > Chapter 635

Chapter 635

Words:1702Update:22/06/20 13:07:38

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A relaxed rhythm was the key factor that made PlayerUnknown's Battleground stand out from other FPS games.

The biggest problem faced by traditional FPS PvP games and Overwatch was tiredness.

They could discover the enemy at any time, so the players were always on high alert. Only when they died would they be able to rest for a few seconds. After that, they would have to continue fighting.

Although players in Overwatch might not be killed instantly, they had to maintain a high level of concentration. No.76 was either on the way to the blue circle or on the way to the blue circle.

PlayerUnknown's Battleground was different. Searching for resources, running around the blue circle, and gunfights were all intersecting. During the stage of searching for resources and running around the blue circle, players were very relaxed. This kind of tension and relaxation made it harder for players to get tired.

It was also because of this that PlayerUnknown's Battleground was one of the games with the best livestreams. The streamers had more time to chat with the audience when they were searching for resources or running around. It was unlike other FPS games where the streamers would not have the time to chat once they started fighting.

Moderately strong teamwork referred to the individual's role in the battle.

In other words, there must be a good balance between the individual and the team. The team should provide convenience for the individual, and the individual should not be dragged down by the team. Instead, he could rely on his strong individual strength to lead the team to victory. This was a good relationship.

Overwatch was not friendly to the individual because the team's role was completely superior to the individual's.

In traditional FPS games, if you had good marksmanship, you could take on five opponents at once.

In LoL, if you had good skills, you could take on five opponents at once.

However, in Overwatch, you could not take on five opponents at once under any circumstances, unless the opponents were five retards.

The more important the role of the team, the lower the players' tolerance for their teammates. It was just like in Overwatch, if one was defeated by two players, everyone's first reaction would be to scold No.76 in their team.



In traditional FPS games, although teammates were more important, it was not to the extent that one person would not be able to fight at all.

In PlayerUnknown's Battleground, the requirements for teammates were greatly reduced. Bringing someone along had never been this easy. In "LoL", bringing along a newbie might result in the death of the opponent. However, in "PlayerUnknown's Battleground", as long as the newbie followed you obediently and avoided crowded areas, surviving for a period of time would not be a problem.

In summary, Overwatch was a game that couldn't be played if there were too many idiots, but PUBG was a game where the more idiots there were, the more fun it was.

Therefore, the atmosphere in PlayerUnknown's Battleground was relatively good. There was not much hostility in the game, and there were basically no cases of players blaming their teammates. Because even if his teammates turned into boxes, he could still eat the chicken dinner alone.

Compared to other games, PlayerUnknown's Battleground had many more exciting and satisfying points, which meant that PlayerUnknown's Battleground was more satisfying for players.

Picking up a good item, surviving for a long time, finding a suitable vehicle, killing someone, successfully entering the circle, picking up an airdrop, helping a teammate, winning chicken dinner …

All of them felt great.

The coolness was something that accompanied the game from beginning to end. Just the process of picking up a full set of Scars was enough to satisfy the players four or five times.

As for winning chicken dinner once, it was enough to satisfy most newbie players for three to four days.

Apart from that, there was another very important point, which was that PlayerUnknown's Battleground balanced the gaming needs of hardcore players and marginalized players.

Hardcore players liked guns and liked to win by improving their marksmanship.

On the other hand, marginalized players were afraid of guns and preferred to win by other means, such as hiding.

Therefore, traditional FPS games were a paradise for hardcore players. It was difficult for the group of players to expand because marginalized players did not want to train their marksmanship day after day. It was also difficult for them to experience the fun of FPS games.

One of the problems with Overwatch was that hardcore players did not have a good gaming experience. Sometimes, when the lineup was restrained, marksmanship would become useless.

PlayerUnknown's Battleground was different. From the beginning, the designer's concept was to allow most players to win by their own strengths.

They could use guns, they could kill, they could arrogantly go around to stop fights, or they could hide in their houses and not come out.

Different players could adopt different strategies in the game. Players with good marksmanship would naturally have a huge advantage, while players with bad marksmanship would have a high chance of winning in the end.

It was also because of this and the previously mentioned teamwork that PlayerUnknown's Battleground spread quickly. The group of players continued to expand, and the fish pond became deeper and deeper. That was how it ensured that most players could enjoy the fun of the game.

As for the mobile games that gained PUBG, they added robots into the game. It was actually just a way to expand the fish pond.

Besides that, PlayerUnknown's Battleground was a game with very low negative feedback.

In other FPS games, if you were very noob, you might die frequently. In the Explosion Mode, once you died, you could only watch the entire game.

In Overwatch, it was even easier for players to lose their minds when they were surrounded and killed.

PlayerUnknown's Battleground was different. Newbies would usually jump to places with fewer people to avoid battles and loot items. Even if they were killed, the time they survived before looting was also very interesting.

Of course, there were many newbies who would turn into crates as soon as they landed. However, the more they died, the lower their score would be, and they would be matched with weaker opponents.

Once they died, they could immediately start a new round. Most players would quickly forget about the previous unhappiness and feel that they could definitely play better this round.



After finalizing the development plan for PlayerUnknown's Battleground, Chen Mo still had some details that needed to be perfected.

The Pangu System was a very powerful physics engine, and at the same time, a very powerful game AI.

Making robots in the game, determining the actual level of the robot based on different levels was obviously a way to expand the fish pond. However, it was too low-end for Chen Mo, making it pointless.

Chen Mo was thinking about something else.

Every FPS game was plagued by cheats, and it was the same in the parallel world.

There was a large scale cheats incident in Overwatch before. Although it was calmed down, it was obvious that cheats were still being used.

In reality, cheats were basically a battle of wits between programmers. There were a lot of streamers who were suspected of using cheats, but they were all using high-end custom-made versions with sky-high prices. Coupled with the fact that they were frequently updated, it was very difficult to find out.

Although Chen Mo used a very violent method to ban all low-end cheats, there were always some high-end cheats that could fool the VR gaming pod's detection system.

If PlayerUnknown's Battleground was as popular as it was in his previous life, would the problem of cheats reappear?

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