Game Entertainment Empire
Chapter 1042: design concept
The point-in-time card charging model is the most suitable for Yang Chen.
On the one hand, the original "World of Warcraft" is a game that is purely suitable for point card charging.
PVP and PVE can be said to be the two most important gameplay elements of "World of Warcraft".
Needless to say about PVP, the point card mode does not have a so-called gain prop system, and has a relatively fair environment for players.
The simple words of PVE are the team book, the team's cooperation, the understanding of the copy, and the final successful clearance, including the first kill glory in the game, these are the rewards for the player to bring the player a sense of accomplishment and glory.
Not only the attributes, but also the face value of the suit, as well as rare mounts.
Imagine if the player had been in the game for N long time, and finally broke the dream of Alsace's invincible mount, and then when he was ready to ride invincible to the main city to show off in a circle.
There is a player riding a black dragon in the east, and a player riding a frost dragon in the west. At this time, do you still have the joy of invincibility?
It's like beeping a dog.
Although the mounts are all appearance mounts sold in the mall, in fact your invincible attributes are still better, but this time it is estimated that you will not feel the excitement before.
Because for "World of Warcraft", whether it is the use of honors to exchange PVP suits, or the various professional suits produced by PVE, it can be said that it is an honor and incentive for players.
Of course, although the game uses point card fees, it also has another income path, that is, the official gold coin platform transaction.
Similar to the market system in the previous steam.
The transaction of game items and equipment can be said to be basically incurable.
It's better to be sparse than blocking.
As for professional goldsmiths, as long as they do not use third-party programs, but play within the rules of the game, what is the difference from normal players?
It is just that he spends the time that other players normally experience the game content on the boring and boring gold journey.
As for players using third-party programs, first of all they need to be able to hide the technology of the Nebulas gaming technical team. Secondly, the transactions on the official platform need to deposit gold coins and items. This time is actually the second data abnormality detection stage. If it is detected If it is abnormal, it will naturally be data back file, and the relevant warnings and penalties will be given to the account.
As for offline transactions, this situation is certainly true, but that is basically contrary to the rules of the game, the replay data of the replay data, the account penalty of the account penalty.
…………………………
When Yang Chen and several operating teams within Nebula Games studied the profit setting in "World of Warcraft".
Lin Jiayi was not idle there, and had already set up the development team for "World of Warcraft".
As for the follow-up project of Immortal Sword, it still fell on Lin Jiayi's head.
In Lin Jiayi's words, it is basically that the follow-up content of the fairy sword itself is not much difficult to develop.
To give the newcomers some more space, Lin Jia is the position of producer. Like Yang Chen, he is responsible for controlling the direction of the game without participating in direct development.
In terms of art, there is basically no big problem.
Because of the foundation of "Warcraft", the story about "World of Warcraft" is basically the plot after the Frozen Throne.
For example, the art materials of the main city, race, etc. in the game are all of a well-established style, and some ready-made materials basically only need to be changed on the original basis.
On the other hand, the art piece doesn't need much worry.
The real trouble is the design of the game content.
For example, warriors, mages, thieves, warlocks, skill design of these occupations, talent tree design, as well as design including equipment, and the design of various attributes of characters.
The content above these values is the most critical.
Once the skills of a character are not well designed, then for the entire game, there may be a serious crisis.
For example, the most famous "fallen blood" event in "World of Warcraft" in dream memory is caused by a bug in the skill design of BOSS.
Moreover, "World of Warcraft" itself is a game that pays considerable attention to PVP. The camp setting of the tribe and the 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, as well as the characteristics and restraints of various occupations, as well as the player's operational space.
For "World of Warcraft", it is very important, and while focusing on PVP, we must also take into account the performance of skills in the game PVE.
Such as the design of duplicate levels, as well as the setting of casual players' lives and occupations, these contents are also considered by Yang Chen.
If you just say the gameplay of "World of Warcraft", it can be said that it is perfect in MMORPG.
But it is not without flaws, among which Yang Chen will try to refer to some other MMORPG characteristics.
For example, MMORPG named "Final Fantasy 14" in dream memory.
Each update of the version will allow AFK players to return to the final fantasy story, so that casual players do not have to punch in like work every day, they must insist on keeping up with the progress of the game every day. Just think about it and see the world This is the design concept of Naoki Yoshida that brought "Final Fantasy 14" back to life.
Different gamers have different gameplay modes, and Yang Chen hopes so in World of Warcraft.
Not to say that this game, if you don’t log in every day to complete the task, you don’t go online and offline on a weekly CD, the resources you harvest in the game are not enough to keep up with the rhythm of the version~www.readwn.com~ This setting that forces players to spend time in the game seems to be a reaction to Yang Chen.
The initial setting of this mode is just to allow players to stay in the game longer.
It may be to increase the revenue of the game, for games that charge for time; it may also be to increase the activity of the game.
But for players, this kind of setting is actually a very painful setting. It is just like punching in at work. I am afraid that I will not be able to keep up with the version because I missed the benefits of the mission or copy one day.
Once missed, for players, it is likely to be forced to abandon the pit.
If you want to play, you can feel the fun of Ganao in the game, you don’t want to play the occasional AFK for a while, because the appearance of a certain version or new copy has aroused interest. Once again, open the game and enter the familiar world. With some simple content, you can still Experience the plot of the game and experience the fun of the copy.
Yang Chen feels that the design concept like Naoki Yoshida in dream memory is more suitable for MMORPG games.
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