i really just want to play games
Chapter 313 The Secret of the Battle Game
Chapter 313 The Secret of the Battle Game
As the production company of LOL, Riot certainly doesn't want the style of operation to be king, and what they value is that games with a lot of fights are entertaining.
So after S6, they made more and more radical changes to the version. The overall method is to change the neutral resources in the map to increase the contact between the two sides in the early stage and increase the possibility of them fighting.
In the previous version, the Xiaolong resources in the bottom lane only provided some money. In fact, for the sake of safe operation, they can give up and not collide with each other.
But later, with the gradual strengthening of Xiaolong, if the resources of Xiaolong were not obtained in the early stage, the possibility of failure increased.
This kind of change forced more collisions in the game, improved the appreciation of LOL games, and made LOL's anti-war better and better.
Even in the version with the most recent changes, it is extremely difficult for a fully operational team to win without fighting in the early stage.
Chen Tiancai is an old spectator of LOL games. At the same time, as the owner of the game company, he summed up afterwards and felt that Riot's move was very clever.
And because the Korean competition area has been ruled for too long, the LOL game seems a bit boring. Although the Changsheng General is very powerful, it is admirable.
But at the same time, it will gradually lose the suspense of the game. After all, you don't need to watch the game to know who will win, which seems a bit boring.
Operational style of play means stability. Basically, the direction of the game can be seen in a short period of time, and experienced viewers will gradually lose interest in watching the game.
But after LOL transitions to a fighting-oriented version, the progress of the game will change with the consequences of each collision.
This time a team won and gained an advantage, but the next time the opponent won again, this repeated horizontal jump was like the score of a football game was very anxious.
The two sides have evened and surpassed the score one after another. There is no doubt that such a game is very exciting.
Such a change also brought about an era when a hundred flowers bloomed, and the domestic league with a long history of fighting took advantage of the trend and became the new king of the LOL competition.
……
Starting a game company and making games cannot be done behind closed doors. Of course, it is necessary to absorb the successful experience of the predecessors.
Chen Tiancai did not get these information in his own imagination, besides his own thinking, he also had a special team to do these things.
What the above information reveals is very important, that is, to make a popular battle game, what kind of original design intention should be used to complete it.
This is the most valuable experience Chen Tiancai has gained since playing games.
In addition to the fact that the plot he thought was the soul of the game, the above principles are the truth of making battle games.
Without these things, it is almost impossible to make a successful battle game.
It’s not that good battle games can’t be made without this point, but that battle games are online games, and if they want to maintain long-term popularity, they must carry out related e-sports events.
It has allowed more people to understand their game, thus attracting enough users to the game.
With users, you will have a foundation, and you can get more income, and then make your e-sports events more popular. Only by obtaining this positive cycle can your games become better and more successful.
What Chen Tiancai wanted was for his battle game to complete this positive cycle.
Taking this as the purpose and starting point of thinking, Chen Tiancai made some basic settings.
First, we must use the powerful visual experience of low light to maximize the visual expression and visual experience of this battle game from all aspects.
The second is to increase the confrontation of the game. This can be done without being so deliberate and looking for a suitable guidance method. After all, with a fully realistic low-light screen, all guidance can be based on reality, and it is not too difficult to do. Disaster.
The third is to increase the playability of the game, try to design a system, and use relatively small updates to allow players to constantly experience freshness.
After preliminary thinking, this battle game still needs to absorb the experience of its predecessors.
First of all, there must be a sense of freshness. It is most appropriate to use various heroes as game units, so that you can have a sense of freshness as long as you add new heroes.
Battle games also need a venue, that is, a map. Usually this map will be fixed and will not change.
However, Chen Tiancai felt that this method was not suitable for Shimmer games. He decided to use the random function of the world editor to design a map that is different for each game to increase the freshness of the game.
As a battle game, the map is actually an important point for data balance. Chen Tiancai's approach is actually a bit risky.
Because although this kind of game also has an element of luck, it is absolutely fair on the whole. One side may have more favorable terrain when fighting for the big dragon, and the other side will have more powerful terrain when fighting for the small dragon.
But he felt that it was imperative for him to randomly deduce a combat map.
On the surface, random deduction represents uncertainty, but in fact, as long as Chen Tiancai has made the necessary planning, this randomly deduced map that is different for each game will not cause too much unfairness.
Even because of the current high intelligence of the world engine, it is completely possible to give them some compensation when one party suffers a loss.
This entanglement on the map is Chen Tiancai's little persistence, because he feels that he has not fully utilized the function of random deduction, and he is also planning to explore more uses of this function through this game planning.
In this way, the general direction of the battle-type game of the Shimmer host has been decided, and the rest is to find someone and find time to start the official work.
In addition to the focus of low-light battle games, Chen Tiancai also thought of a retro idea.
The reason why it is retro is because he decided to make a platform jumping action game on the Shimmer console.
A platform jumping action game, this is almost retro and couldn't be more retro.
But Chen Tiancai thinks it must be very interesting to put this type on the low-light host.
Although the type of game has been determined, there are many specific sub-branches of platform jumping games.
Simple platform jumping, as well as the classics of the classics, the Metroidvania type, and the type that has been popular in recent years to add some high difficulty, similar to Soul games, etc.
But this is not the final problem, the biggest difficulty lies in——
How to make a classic flat screen of a platform jumping game in full 3D, like a low-light host screen in a three-dimensional space.
Fortunately, Ren, who is the master of platform jumping games, already has the answer. The Mario series already has a full 3D screen. Chen Tiancai only needs to absorb his experience and make improvements according to the characteristics of the low-light console.
(End of this chapter)
As the production company of LOL, Riot certainly doesn't want the style of operation to be king, and what they value is that games with a lot of fights are entertaining.
So after S6, they made more and more radical changes to the version. The overall method is to change the neutral resources in the map to increase the contact between the two sides in the early stage and increase the possibility of them fighting.
In the previous version, the Xiaolong resources in the bottom lane only provided some money. In fact, for the sake of safe operation, they can give up and not collide with each other.
But later, with the gradual strengthening of Xiaolong, if the resources of Xiaolong were not obtained in the early stage, the possibility of failure increased.
This kind of change forced more collisions in the game, improved the appreciation of LOL games, and made LOL's anti-war better and better.
Even in the version with the most recent changes, it is extremely difficult for a fully operational team to win without fighting in the early stage.
Chen Tiancai is an old spectator of LOL games. At the same time, as the owner of the game company, he summed up afterwards and felt that Riot's move was very clever.
And because the Korean competition area has been ruled for too long, the LOL game seems a bit boring. Although the Changsheng General is very powerful, it is admirable.
But at the same time, it will gradually lose the suspense of the game. After all, you don't need to watch the game to know who will win, which seems a bit boring.
Operational style of play means stability. Basically, the direction of the game can be seen in a short period of time, and experienced viewers will gradually lose interest in watching the game.
But after LOL transitions to a fighting-oriented version, the progress of the game will change with the consequences of each collision.
This time a team won and gained an advantage, but the next time the opponent won again, this repeated horizontal jump was like the score of a football game was very anxious.
The two sides have evened and surpassed the score one after another. There is no doubt that such a game is very exciting.
Such a change also brought about an era when a hundred flowers bloomed, and the domestic league with a long history of fighting took advantage of the trend and became the new king of the LOL competition.
……
Starting a game company and making games cannot be done behind closed doors. Of course, it is necessary to absorb the successful experience of the predecessors.
Chen Tiancai did not get these information in his own imagination, besides his own thinking, he also had a special team to do these things.
What the above information reveals is very important, that is, to make a popular battle game, what kind of original design intention should be used to complete it.
This is the most valuable experience Chen Tiancai has gained since playing games.
In addition to the fact that the plot he thought was the soul of the game, the above principles are the truth of making battle games.
Without these things, it is almost impossible to make a successful battle game.
It’s not that good battle games can’t be made without this point, but that battle games are online games, and if they want to maintain long-term popularity, they must carry out related e-sports events.
It has allowed more people to understand their game, thus attracting enough users to the game.
With users, you will have a foundation, and you can get more income, and then make your e-sports events more popular. Only by obtaining this positive cycle can your games become better and more successful.
What Chen Tiancai wanted was for his battle game to complete this positive cycle.
Taking this as the purpose and starting point of thinking, Chen Tiancai made some basic settings.
First, we must use the powerful visual experience of low light to maximize the visual expression and visual experience of this battle game from all aspects.
The second is to increase the confrontation of the game. This can be done without being so deliberate and looking for a suitable guidance method. After all, with a fully realistic low-light screen, all guidance can be based on reality, and it is not too difficult to do. Disaster.
The third is to increase the playability of the game, try to design a system, and use relatively small updates to allow players to constantly experience freshness.
After preliminary thinking, this battle game still needs to absorb the experience of its predecessors.
First of all, there must be a sense of freshness. It is most appropriate to use various heroes as game units, so that you can have a sense of freshness as long as you add new heroes.
Battle games also need a venue, that is, a map. Usually this map will be fixed and will not change.
However, Chen Tiancai felt that this method was not suitable for Shimmer games. He decided to use the random function of the world editor to design a map that is different for each game to increase the freshness of the game.
As a battle game, the map is actually an important point for data balance. Chen Tiancai's approach is actually a bit risky.
Because although this kind of game also has an element of luck, it is absolutely fair on the whole. One side may have more favorable terrain when fighting for the big dragon, and the other side will have more powerful terrain when fighting for the small dragon.
But he felt that it was imperative for him to randomly deduce a combat map.
On the surface, random deduction represents uncertainty, but in fact, as long as Chen Tiancai has made the necessary planning, this randomly deduced map that is different for each game will not cause too much unfairness.
Even because of the current high intelligence of the world engine, it is completely possible to give them some compensation when one party suffers a loss.
This entanglement on the map is Chen Tiancai's little persistence, because he feels that he has not fully utilized the function of random deduction, and he is also planning to explore more uses of this function through this game planning.
In this way, the general direction of the battle-type game of the Shimmer host has been decided, and the rest is to find someone and find time to start the official work.
In addition to the focus of low-light battle games, Chen Tiancai also thought of a retro idea.
The reason why it is retro is because he decided to make a platform jumping action game on the Shimmer console.
A platform jumping action game, this is almost retro and couldn't be more retro.
But Chen Tiancai thinks it must be very interesting to put this type on the low-light host.
Although the type of game has been determined, there are many specific sub-branches of platform jumping games.
Simple platform jumping, as well as the classics of the classics, the Metroidvania type, and the type that has been popular in recent years to add some high difficulty, similar to Soul games, etc.
But this is not the final problem, the biggest difficulty lies in——
How to make a classic flat screen of a platform jumping game in full 3D, like a low-light host screen in a three-dimensional space.
Fortunately, Ren, who is the master of platform jumping games, already has the answer. The Mario series already has a full 3D screen. Chen Tiancai only needs to absorb his experience and make improvements according to the characteristics of the low-light console.
(End of this chapter)
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