Chapter five hundred and thirty seventh is deliberately not so balanced
In the second week of "League of Legends" opening qualifying, "Dragon and Phoenix Hero" of NetDragon and Phoenix Game also released the latest news, opening the qualifying mode, and bringing more new maps and new heroes.
In Nebula Games, Yang Chen also learned about the other party’s relevant update strategies.
After reading the update log of the other party’s official website, Yang Chen shook his head and didn’t pay much attention.
For "League of Legends", including "Dota", which is about to be launched soon, this game is no longer very competitive.
If you say that he is not a good game, it is not.
The development capabilities of NetDragon and Phoenix games are still worthy of recognition, otherwise they would not have the status they are today.
The key lies in the wrong positioning of the game group and type. It seems that the threshold for getting started is optimized, but in fact, the winner is more about the cooperation of the player, rather than personal ability.
"Dragon and Phoenix Hero" is definitely a good game for ordinary players who have just started it. If you won't be bullied, just do it.
"Dragon and Phoenix Hero" is also a good game for high-end players who pursue true fairness and stimulation of team cooperation. It emphasizes control over resources on the map and team operations to compete for resources.
But for most ordinary players, "Dragon and Phoenix Hero" is obviously not a qualified game.
Team and individual heroism are gone, and there is no doubt that "Heroes of Dragon and Phoenix" pursues the latter.
Although "League of Legends" is also a team game, it also focuses on personal heroism. Just like the theoretical content of a characteristic society, wealth first drives wealth later to gradually achieve common prosperity. This is obviously a good interpretation of games like "League of Legends".
If you get fat in the early stage and defeat the opponent, you can help your teammates build an advantage and then expand the entire advantage to the team's victory.
This is personal heroism.
Including "Dota", which looks more complicated and more inclined to team tactics, in fact, he emphasizes personal heroism more than "League of Legends".
Because of the characteristics of equipment and hero skills, unless the equipment is really crushed, it is basically impossible for "League of Legends" to have 1v5 situations.
But "Dota" is different. Even if all four teammates collapse, as long as your eldest brother is still in the best economy, or if the eldest brother is stable enough, there is hope of turning the tables.
This seemingly not-team setting allows every player to enjoy the sense of inclusion.
The elder brother who has never died once and has developed well is the hope of the whole village when the situation collapses.
The teammates who have been defeated have to raise the situation, delay time for the development of their elder brother, and fight back.
In this case, everyone has their own unique role, such as leading a line to pull the opponent's troops.
However, the setting of "Dragon and Phoenix Hero" tends to be more destined to be the team mode, that is, there is no big feeling.
Sitting in the conference room, Yang Chen and his team used the engine to create a simple 3D test demo, mainly testing the hero skills effects in Overwatch and the values in it.
"Mr. Yang, isn't this a bit unbalanced?" Wang Ye asked in the conference room with a strange look at Yang Chen.
It seems that all heroes are a little biased towards attack. Shouldn’t it be a triangular structure system output by tank nurses?
But why do tanks, nurses, and some seemingly assisted heroes also have strong offensive abilities?
For example, if the e-sledge hammer scrapes 120 points of damage, sprints to hit the wall can cause 350 blood, and ordinary attacks can cause 80 points of damage; and the monk's six-star beads to accumulate energy has become very short, and with the damage reduction of e-skill, it will cause 450 damage to the pig even if it doesn't have a headshot. If it is crispy, wouldn't it be a set of things that are instantly done?
There are also two modes in Lucio, the blood increase mode and the acceleration mode. The acceleration mode can not only provide teammates' movement speed, but also provide its own attack speed?
Of course, compared with pure output heroes, the damage of these auxiliary heroes is not that high, but what Yang Chen wants is not to directly allow the auxiliary hero to replace the status of the output hero.
It is more about giving auxiliary players a possibility, not the kind of person who is targeted by the output hero, but only lie down and die obediently, or requires the opponent to raise his hand.
For example, under normal circumstances, an angel is basically dead end if Genji or Winston is exposed to his face.
Yang Chen wanted to let the support also have some ability to protect and resist, and at the same time weaken their support abilities, making them more inclined toward offensive attributes.
"It's just that it's not so balanced." Hearing Wang Ye's words, Yang Chen couldn't help but smile.
When developing "Overwatch", Yang Chen had already confirmed the game design concept. This is a game that prefers leisure and entertainment, not a competitive game.
No game can be balanced, nor can everyone feel happiness, especially games where people fight against each other.
Even Nintendo, which has always advocated family-style games in Dream Memory, has its "Sprayer", "Nintendo Fight" and "Mario Kart" that confronts players.
In fact, unhappy elements will also be generated, and the most important thing is to experience the failure.
Even for the sake of the elements of harmony, the game has taken many methods to avoid it. For example, "Sprayer" does not judge the winner by the number of killing people, but by the size of the ground.
"Nintendo Brawl" does not kill the opponent, but instead hits the opponent out of the map to make the victory.
But pursuing victory is human instinct, and the taste of failure is inevitable.
So what game manufacturers can do is how to minimize the discomfort of losers.
The answer given by Yang Chen is to increase the entertainment effect of the game, such as the battle carnival in Overwatch, the subsequent heroes, and the mutual selection and recruitment of heroes for opponents. In addition, there are some other subsequent modes.
But even so, Yang Chen believes that without a competitive mode, after players understand the game's routine, the regular mode is the self-selected matching mode, and players will also have a regular lineup in order to win the game. Although there is no such setting as ranking, which will make the game environment better, Yang Chen is definitely sure of this.
Because just like a line from DV, playing games is to win, and for most players, pursuing victory is one of their most enjoyable achievements.
For the Hero Mode, there are other various entertainment modes. Even if the player loses, unless he loses several consecutive games, it is difficult to produce frustrated feedback, because the player already has a concept under the preconceptions, that is, this is the way to play the entertainment.
It is inevitable to get negative feedback if you lose, but there is one worse thing, that is, playing tanks and assists. This kind of negative feedback that players who can't be happy and specialize in grocery heroes are definitely more explosive.
Players who play the output experience the feeling of killing enemies, at least they have been happy.
As the auxiliary players and tank players suffer damage and are crazy and lose the game in the end, it is a game experience that is simply a disaster.
There is no process, let alone result.
Chapter completed!