< img height="1" width="1" style="display:none" src="https://www.facebook.com/tr?id=433806094867034&ev=PageView&noscript=1" />

Text:

Comment:

Home > Fantasy > Almighty Game Designer > Chapter 939

Chapter 939

Words:1670Update:22/06/20 13:08:50

Report

Chen Mo suddenly thought of something, "Right, there's also the problem of the rhythm of the game."

"As for whether a game is two hours or not, it's not certain. We have to adjust it according to the size of the map and the pace of the game, but it can only be shorter, not longer. In fact, two hours is quite tiring for players. It would be even better if it could be compressed to one hour. "

"However, two hours isn't too long. In fact, it's equivalent to the time it takes to clear a small dungeon in some online games. In Stormwind City, it takes more than an hour to clear a prison. Moreover, during these two hours, the players will spend most of their time searching and hunting. Only a small portion of their time will be spent fighting, so they won't be that tired. On the other hand, many players might be killed in ten minutes, so they won't feel tired if they fight every few minutes. "

"This is different from PlayerUnknown's Battleground. PlayerUnknown's Battleground is a FPS game. Although it's more relaxing when you're searching for items, you'll need to constantly outrun the blue circle. Moreover, you'll need to be highly focused when you're on the road or fighting in alleyways, so it'll be more tiring. But World of Martial Arts has fewer players than PlayerUnknown's Battleground, and it's not like FPS games where you need to constantly pay attention to areas far away, so it's relatively easier. "

"Also, we need a 'poison circle' mechanism similar to PlayerUnknown's Battleground."

"The distribution of these sects has a geographical location. This geographical location is to serve the game's mechanics. It doesn't need to correspond to the geographical location in the Wuxia story. Shaolin, Wudang, and Beggar Clan are located in the center of the map. The other righteous sects are a bit further out, and the three evil sects are even further out, in different directions. "

"Outside of these sects, there are all sorts of scattered locations. There are random fortuitous encounters, martial arts, and so on. The entire game flow is from the outside to the inside."

"In the first stage, the righteous players operate around their sects, while the evil players think of ways to cause trouble. The conflict between the two sides is concentrated in the periphery of the map. As the game progresses, most of the strange encounters in the periphery have been taken, and the players will start to gather in the center. "

"At the same time, the players began to organize sect-annihilation battles. Evil sects could destroy evil sects and righteous sects, but righteous sects could only destroy evil sects. Once we succeed, we'll be able to obtain a large amount of resources. "

"Other than that, there are even better fortuitous encounters in the big map. However, most of them require certain conditions to obtain, so we can't go there immediately."

"Through this tug-of-war, the righteous and evil players' focus will become more and more focused on the inner circle. In the end, the righteous faction will elect a Martial Arts Alliance Master, and the righteous and evil factions will force a decisive battle to decide the final victor."

"Alright, that's the general design. We'll talk about the detailed rules when we're working on it. Does everyone understand? "

Everyone nodded. "Understood."



Once they finished introducing the concept draft for World of Martial Arts, everyone split up to do their own things.

There were quite a few Wuxia versions of PlayerUnknown's Battleground in Chen Mo's previous life, but none of them were particularly good. Most of the time, they just had a layer of skin, and were far less fun than PlayerUnknown's Battleground.

Most RPG games and MOBA games that did PUBG weren't very popular because the combat system wasn't suitable.

The charm of PUBG was that different players could adopt different strategies. Noob players could go to the jungle and be a Lyb, and they could also sneak up on players with good skills. At the same time, players with good marksmanship had a great advantage.

However, most RPG games that did PUBG were usually driven by numbers. In other words, if my equipment is better than yours, then when we meet, I'll just mindlessly attack you. You won't be able to do anything about it since there's a huge difference in our abilities.

What's good about PUBG? It's good because even if you have an 8x AWM, a Level Three Spetsnaz Helmet, and a Level Three Armor, it's just a matter of a few shots from my M4. As long as a player's equipment is passable, he can continue playing.

But what about RPG games and MOBA games? If I have six equipment and you have four, then I'll just close my eyes and play with you.

Therefore, if this problem isn't solved, PUBG won't work.

PUBG games with a Wuxia background need to solve the problem of the combat system to give players who ambushed and attacked first enough advantages. However, due to the limitations of the combat system of these games, very few of them were particularly good. Moreover, most of these games only had a layer of skin, and didn't show the advantages of Wuxia games at all. After playing a few games and realizing that it was far from PlayerUnknown's Battleground, the players would stop playing.

Therefore, to make a PUBG game with a Wuxia background, they definitely couldn't just copy PlayerUnknown's Battleground. They had to solve two problems.

One was the dynamic balance between the players, giving the experts a certain advantage, and even the newbies a chance of winning.

The other was to show enough Wuxia elements in the game, be it the combat system, the competition between sects, etc., they all had to have their own unique characteristics and advantages.

Only by doing these two things could it be considered a passable game. Otherwise, it would just be a poor imitation with a layer of skin, and it would be very difficult for the players to get into the game.

Of course, another important reason why no one in Chen Mo's previous life could make a game like this was that they weren't capable enough.

They couldn't make a combat system on the level of Dark Souls, they couldn't make high quality AI, and they couldn't make high quality graphics …

At the end of the day, they had no money, no manpower, and no resources. They could only use PUBG in exchange for a Wuxia skin and scam the players out of their money.

However, Chen Mo was different from those game developers. He had enough resources to make this game.

Fragmented game time, zero-sum game mode, a certain degree of randomness, top-notch combat system, deep Wuxia background, diverse playstyles … All of these would completely differentiate World of Martial Arts from other games on the market.

For players who liked Chinese style and Wuxia games, this was definitely a game they couldn't miss. After all, this type of game was rare to begin with, and it was created by Chen Mo. Who knew how long it would take for the next game like this to appear?

However, Chen Mo's goal was definitely not just within the country.

There were not many overseas Wuxia fans who liked Chinese style, and they didn't understand the meaning of Wuxia spirit. However, aside from the game's cultural background, World of Martial Arts was also a very outstanding work in other aspects. Even if this work didn't become popular overseas, it would definitely attract a group of foreign players to play it. It could be considered as spreading Huaxia culture to a certain extent.

You've already exceeded your reading limit for today. If you want to read more, please log in.


Login
Select text and click 'Report' to let us know about any bad translation.