Losing Money to Be a Tycoon
Chapter 1280: Career setting
, The fastest update to become the richest man in the latest chapter from the beginning of the game!
The designers looked at this design plan, combined with Min Jingchao's explanation, with different expressions.
Obviously, this design scheme is quite subversive for traditional FPS games.
And it's not the kind of subversion that hits the head and whimsical, but after Min Jingchao has accumulated a lot of experience in game balance and mechanism innovation at GOG, he has made an improvement to FPS gameplay.
Is this kind of gameplay more fun than the traditional blasting mode and the sudden and sudden mode?
This is not necessarily.
Because the classic mode is called the classic mode because its fun may fade away, but it can never be outdated.
At least for a few years, the classic mode of FPS games will still have a large number of players.
But the mission of "Bullet Marks 2" is not to transcend, but to take another path.
As Min Jingchao said before, Mr. Pei actually hinted very clearly that continuing to follow the classic mode will inevitably collide with games such as "Sea Fortress" and "Anti-Terrorism Project". As a latecomer, "Bullet Scar 2" does not have any The accumulation of players is actually very disadvantaged.
Therefore, choosing this new type of battle mode is equivalent to providing FPS players with another different game experience, forming a misaligned competition with other FPS games.
From this point of view, "Bullet Marks 2" does not need to surpass "Sea Fortress" and "Anti-Terrorism Plan". It only needs to be the best in this subdivided field and be able to make stable profits, and then it will fully achieve the goal.
Some designers are impressed by Yu Min Jingchao's whimsical ideas and feel that this plan is bold and subversive, and some designers are full of doubts about it.
Can a new gameplay with such a high degree of originality work?
Tianhuo Studio was influenced by Zhou Muyan, making games for profit and avoiding risks. The overall focus is on safety.
Before developing a game, it is best to find a prototype from a successful game, so that you can do it without any doubts.
Otherwise, once it fails, the research and development funds of as little as several million and as many as tens of million will be lost. This is not the ordinary game company can bear.
It's just that they looked at Zhou Muyan and found that Zhou Muyan had not raised any objections, so they also silently said nothing.
Of course, Zhou Muyan's heart was also empty.
Because "Bullet Mark 2" is unreliable everywhere from project establishment to development!
At the beginning, President Pei simply made a few comments at the meeting, and then Min Jingchao had a wild design, and the prototype of the game came out.
The prototype of a successful game? Market research? Feasibility demonstration?
Nothing!
This is completely contrary to the development process that Zhou Muyan was used to before.
But he doesn't have much to say. After all, President Pei's reputation is here. Min Jingchao is also a very effective designer under President Pei. He has the successful experience of GOG, which is not something he can question.
Moreover, this plan seems to be relatively perfect in theory, and Min Jingchao has also considered all aspects of the problem, which is not a risk.
Sun Xi raised his hand and said: "I saw that the design plan also wrote some special role mechanisms, such as career settings."
"This profession is different from the one I understand."
"I thought it was a combat career at first, but I didn't expect to get closer to life and career."
"Are there any special considerations in this regard?"
The so-called combat profession is a profession that directly affects combat ability.
For example, traditional fighters, assassins, and wizards have different professional combat methods. Some run fast, and some have high long-range damage.
In the game "Bullet Mark 2", Sun Xi understands that the profession is also the profession that will affect the combat ability.
For example, when a sniper uses a sniper rifle, the damage is higher, and at the same time, it has a certain concealment and anti-reconnaissance effect; assault soldiers may mainly use submachine guns and have fast displacement skills; heavy armored soldiers move slowly but have stronger firepower and so on.
It’s not easy to distinguish between occupations in games with a modern war background, but it will be fine in the future battlefield.
All these skills can be explained by high technology.
In Sun Xi's view, since the big map has already made these mechanisms, Min Jingchao is the designer of GOG again. Isn't it normal to give players some skills?
However, the professions written in Min Jingchao's design plan are more biased towards life professions, that is, professions that do not directly affect combat ability.
For example, doctors can save people faster by profession, and it is easier to obtain medical supplies by opening the box when searching. The medical supplies scattered on the map will also be highlighted. You can carry more medical supplies, and you can spend a certain period of time to transform these supplies. , Let them regenerate more blood or have some other buffs.
Engineers have the ability to repair stronghold machinery, can use materials to increase the lethality of some stronghold weapons, and can repair the outer walls of strongholds.
The only person who has a little bit of combat ability is the machine gunner. When operating the heavy machine guns in the strongholds, the speed is faster and the shot is more accurate, but this increase is also very limited, and if you want to use this ability, you must first take it. A stronghold can only be used after occupying a fixed machine gun.
In addition, there are a series of limiting factors such as the blind spot of the viewing angle and the limited number of bullets.
There are some abilities that can be made into occupations, but they are not made into occupations, but made into props or conventional skills, such as anti-reconnaissance.
There are two different anti-reconnaissance methods in the game. One is the optical camouflage effect and the other is the anti-radar effect. The former can integrate yourself with the environment and make it difficult for other players to detect with the naked eye, while the latter is to make yourself in Disappeared on radar detection.
Only one of these two detection effects can be selected, and it must be replaced according to the actual situation. For example, large bases are covered by radar, and it is better to use optical camouflage in places where the radar cannot cover in the field.
Of course, in order to prevent optical camouflage everywhere, these resources will be restricted, and players can also have a countermeasure such as "small portable radar".
This ability can actually be used to develop a profession similar to "ghosts", but Min Jingchao didn't do that either, but made it into a general-purpose item, and everyone can use it when they find it. Of course, there is a certain amount and time. limit.
Min Jingchao said: "In this regard, my consideration is...Although the combat profession seems to be more differentiated and richer in gameplay, it is easy to have the opposite effect in FPS games."
"That is to say, the gameplay seems to be richer, but in fact it makes the gameplay more simple."
"The balance between FPS games and combat classes is difficult, and it even conflicts with the core of FPS games."
"The FPS game must be a game where you can second me and I second you. This is the main premise. If it is made into a MOBA game with the kind of balance, you must let the remote professional scrape the melee professional, which is obviously inappropriate."
In the MOBA game, many shooters are obviously holding guns, but to fight some tank heroes and assassins still need a lot of A to kill.
This is because the shooter's range is inherently long. If the damage is high, the team fight is likely to become a brainless four-guarantee. It depends on which shooter's output is more severe.
In order to ensure the balance of the game, it is necessary to form a cyclical restraint relationship and impose some restrictions on the shooter's output ability.
But FPS games cannot do this, otherwise the most basic fun will be gone.
If you want to retain the core gameplay of FPS games and add combat careers, it will be difficult to balance.
Min Jingchao explained: "Let me give a more popular example, if there are several different types in FPS games: tank career, slow movement speed, high defense, many bullets; rushing career, fast displacement speed; sniper career, there are certain The concealment effect of, high long-range damage; Healing profession, can increase the blood of teammates."
"Then I ask you, which profession should a novice choose?"
Sun Xi thought for a while: "Tank occupation or healing occupation, right?"
Min Jingchao shook her head: "If you choose a tank career, you will find yourself becoming a living target. If you choose a rushing career as a master, you can't catch it, and then a tank career that hurts you is just lying down; if you choose a treatment career, you You will find that you will follow behind your teammates all the time, but any enemy can cut you to death."
"Then therapist asked, why didn't you protect me? Others might be thinking, how can you die at every turn of this milky dish?"
"At this time, you might be thinking that if you are so good at Breaking Profession, I also play, then the problem is. Although you are indeed better than before, you are still giving it for nothing if you meet other masters who also play Breaking Profession."
Sun Xi doubted: "That's not right, the breakthrough career is so strong, then the game is unbalanced and needs to be weakened."
Min Jingchao asked back: "Then what level do you think is more appropriate?"
"The setting of the rushing class is flexible displacement. When the master uses it, killing is invisible. If you change its damage to a very sha, then the master simply goes to play tank or sniper. This game may become a tank or sniper again. The world."
"MOBA games have different professions because they can do a cyclical restraint relationship. Players can accept such things as melee scraping remotely."
"But in FPS games, everyone takes guns and scrapes melee remotely, which is equivalent to directly destroying the fun of FPS games."
"But on the premise of preserving this kind of fun, FPS game is a game of'you second me, I second you'. Breaking into the profession is naturally a huge advantage. You can either cut waste with one cut, and no one will play again, or No matter how to cut it, the effect is not achieved, and the master still has no solution."
"For novices, they are stuck in an infinite loop. If they don't play dashing career, they will be hanged and beaten by big guys. UU reading www.uukanshu.com will still be beaten by big guys when they play dashing career."
"Except for those big guys who can really play Sao, the game experience of other players will be destroyed."
"The fun of FPS games lies in killing fast and dying fast. Novices can also kill masters through Yin Ren. As long as the rank gap is not too big, they will not have the power to fight back."
"Therefore, these special mechanisms must be restrained. The displacement ability, whether it is teleportation, acceleration or sliding, will not be given if you can. The more you give, the bigger the gap between players, and the less game experience for novice players. "
"The distinction between life and occupation is obvious, in order to allow players to have a division of labor in the second phase of the battle. Someone is responsible for starting the gun and guarding the point, some are responsible for searching for medical supplies and saving people, and some are responsible for repairing machinery."
"If you want to occupy a stronghold and quickly restore it to operation, you need players of different professions to coordinate and cooperate, and the commander must also allocate a good manpower."
"Regardless of the profession, the gap in the battle will not be too big, so as to maximize the game experience of novice players, and it will not happen frequently that big players kill dozens of players in a game."
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