Chapter 1042 Design Concept
In Yang Chen's opinion, the adoption of the time point card charging model is the most suitable.
On the one hand, the original "World of Warcraft" game is a game that is purely suitable for point card charges.
PVP and PVE can be said to be the two most important gameplay elements in World of Warcraft.
Needless to say, the point card mode does not have the so-called gain prop system, and it has a relatively fair environment for players.
In simple terms, PVE is the team book, the cooperation of the team, the understanding of the dungeon, and the final successful level, including the first kill glory in the game, which are the rewards that bring players a sense of accomplishment and glory to them in the game.
Not only the attributes, but also the appearance of the suit, and rare mounts.
Imagine if the player has been in the game for a long time and finally revealed that the mount that he had always dreamed of is invincible, and then when he was about to ride his bike to the main city to show off.
A player riding a black dragon came to the east, and a player riding a frost dragon came to the west. Do you still feel invincible joy at this time?
It's like a dog.
Although those mounts are all exterior mounts sold in the mall, your invincible attributes are actually better, but at this time you probably won’t feel excited before.
Because for World of Warcraft, whether it is a PVP set that uses honor redemption or various professional sets produced by PVE in the game, it can be said that it is an honor and motivation for players.
Of course, although the game uses point card charges, there is another way of income, which is the official gold coin platform transaction.
Similar to the market system in steam in previous life.
The transaction of game items and equipment can be said to be basically incurable.
It is better to be loose than to block it.
As for professional gold-fighting people, as long as they do not use third-party programs, but play within the rules of the game, what is the difference between them and normal players?
However, he spent the time other players experience the game content normally on the boring gold-fighting journey.
As for players who use third-party programs, they first need to have technology that can hide from the Nebula game technology team. Secondly, the transactions on the official platform require the storage of gold coins and items. At this time, it is actually the detection stage of secondary data abnormalities. If an abnormality is detected, it will naturally be the data repackaging and the account-related warnings and punishments are given.
As for offline transactions, this situation is definitely a case, but that basically violates the rules of the game. The data that should be retried and the account that should be punished by the account.
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When Yang Chen and several internal operation teams of Xingyun Games were studying the profit settings in World of Warcraft.
Lin Jiayi was not idle either, and had already completed the development team of "World of Warcraft".
As for the subsequent project of Xianjian, the final result was still on Lin Jiayi's head.
In Lin Jiayi's statement, the subsequent content of the Immortal Sword is basically not very difficult to develop.
We should give newcomers more space. Lin Jiayi only serves as the supervisor, and is responsible for controlling the direction of the game just like Yang Chen before, without participating in direct development.
There is basically no big problem in art.
Because of the foundation of "Warcraft", the story about "World of Warcraft" is basically the plot after the Ice Throne.
For example, the main city, race and other art materials in the game have established styles, while some ready-made materials basically only need to be changed based on the original.
The art area doesn’t need to worry much.
The real trouble is the design of the game content.
For example, warriors, mages, thieves, warlocks, skill designs, talent tree designs, equipment designs, and designs of various attributes of characters.
The contents above these values are the most critical.
Once a character's skills are not designed well, there may be a serious crisis for the entire game.
For example, the most famous "Fallen Blood" incident in World of Warcraft in Dream Memory was caused by a bug in the boss's skill design.
Moreover, "World of Warcraft" is a game that pays great attention to the gameplay of PVP. The camp settings of the tribe and alliance brings the PVP game experience, which can be said to be one of the most essential contents of the entire game.
The pvp in the wild, the pvp in the arena, the pvp in the battlefield, the characteristics and restraint of various professions, as well as the player's operable space.
It is crucial for World of Warcraft. While paying attention to PVP, you also need to take into account the performance of skills in the game PVE.
For example, the design of the dungeon level and the settings of casual players' life professions, Yang Chen also considered these contents.
Just talking about the gameplay of World of Warcraft, it can be said that it is perfect in mm.
But it is not without flaws. Yang Chen also tried to refer to some other characteristics of mm.
For example, the mm in dream memory called "Final Fantasy 14".
Each version update can allow AFK players to return to the story of Final Fantasy, allowing casual players to not have to punch in every day like work, and must persist every day to keep up with the progress of the game. As long as you think about it, come and take a look at the world. This is the design concept of Yoshida Naoki, which rejuvenated "Final Fantasy 14".
Different gamers have different gameplay modes, and Yang Chen also hopes that this is true in "World of Warcraft".
Instead of this game, if you don’t log in every day to complete tasks, and if you don’t go online and download the online group book and clear CD on time every week, the resources you gain in the game will not be enough to keep up with the pace of the version.
This setting that forces players to spend time in the game can be said to be a counterproductive effect in Yang Chen's opinion.
The initial setting of this mode is just to allow players to stay in the game for longer.
It may be to increase the game's revenue, but for games that charge time; it may also be to increase the activity of the game.
But for players, this setting is actually a very painful setting. You can check in like going to work, for fear that one day you will miss the benefits of the task or copy and will not keep up with the version.
Once you miss it, it is likely to be a forced abandonment for players.
If you want to play, you can feel the fun of the Ligu in the game. If you don’t want to do it occasionally, because of the appearance of a certain version or new copy, you will be interested in opening the game and entering the familiar world again. Through some simple content, you can still experience the plot of the game and experience the fun of the copy.
Chapter completed!