Chapter 279 2 Options
Although many players are now enjoying it, Chen Mo is very clear that the overall gameplay of COG is still full of loopholes, and it is still far from becoming a truly qualified MOBA game.
In the eyes of ordinary players, this map is very interesting, unlike any game on the market.
Various heroes have different positions and can work closely together.
Only need to control one hero, which is more friendly to novice players.
The rhythm is relatively fast, with a maximum of 40 minutes.
Takes into account teamwork and individual heroism.
Of course, it's hard for players to perceive the huge potential behind this game, they just have a vague feeling that this game is fun.
However, this was not the case for Chen Mo.
After seeing the DOTA and LOL in the previous life, two MOBA games with different characteristics, the current COG is like a sieve in Chen Mo's eyes, full of holes and loopholes.
There is no clear positioning in the hero design, and the balance is extremely poor.
The map layout is unreasonable, and the wild area is a narrow strip, which makes it easy to be GANKed online.
The positive incentives for players are seriously insufficient, and there are even no special rewards and sound effects for even kills and multi-kills.
Learning costs are high.
The equipment system is loose and fragmented.
The operation still has a strong shadow of RTS games, and the opponents and players are extremely unfriendly.
The snowballing situation is too significant, and there are very few turnaround points.
Players are having a lot of fun now, just because games like COG have just appeared, everyone is very good, they are very happy when they win, and they don’t feel so frustrated when they lose.
In this environment of chickens pecking each other, the fun of COG is infinitely magnified, so it looks beautiful.
However, what if the level of players improves, their understanding of the game becomes more and more profound, and there are more and more routines for development?
Players will need a ruler to measure their level, so the ladder came into being. When everyone is playing the game to win, and a large number of players who have a deep understanding of the game and operate well are gathered on the ladder?
Then the defects of COG will be infinitely amplified.
At that time, there will definitely be people spraying it, the dark ranger's winning rate is too high, she is too strong, let's weaken the blood mage!
Or everyone will say that your wild monster value settings are too unreasonable, your wild area is too small, the game is too tired to play, and there are too few turnaround points...
Every imperfect little setting will become a gap in the dam, and eventually the game will collapse.
The reason why Chen Mo didn't take out the MOBA game from the beginning is precisely for this reason.
Numerical balance is too critical, and it can even be said to determine the life of MOBA games. If Chen Mo rashly launches an imperfect MOBA game, it is equivalent to sending this advanced concept to the mouths of other designers, and the final result is Other big companies made a better MOBA game, and Chen Mo lost everything.
This is something that Chen Mo absolutely cannot bear.
However, at this stage, Chen Mo finally has the strength to bring MOBA games to the world.
In fact, Chen Mo has already made a development plan, but a lot of things have come together to make the development plan of this game more urgent.
After the combination of Emperor Dynasty Interactive Entertainment and Shenhuan game platform, almost half of the domestic channel merchants have joined together to encircle and suppress Chen Mo's Emperor Dynasty game platform.
In foreign countries, there are also game COGs with MOBA elements, and they have reached a cooperative relationship with GA. I believe they will soon launch a more complete MOBA game.
Now for Chen Mo, he must come up with an absolutely dominant game to sweep the entire domestic game market, in order to completely destroy the big channel built by the combination of Emperor Dynasty and Shenhuan, and to firmly hold the money tree of MOBA games. Hold it in your own hands.
In Chen Mo's previous life, DOTA and LOL, as two peak MOBA games, have basically explored this game type to the extreme. However, these two games eventually embarked on completely different paths.
DOTA has achieved the ultimate balance, almost every hero has his place, all kinds of tactics are ever-changing, and the competitiveness is top-notch.
However, due to the high difficulty of getting started, style of painting, historical reasons and other issues, although DOTA appeared first, it failed to complete the large-scale expansion and harvest of the MOBA market.
LOL took a different path.
By changing the style of painting, simplifying operations, and fixing routines, LOL has reduced the difficulty of getting started with MOBA games to the greatest extent, making it popular among many people who did not play DOTA before, and under the stacking of various objective factors, completed the MOBA market. The harvest has become the most popular game in the world.
However, this also brings some other problems, such as routine curing, poor balance, low operating upper limit (relatively speaking), and so on.
Every time LOL updates the version, there will be some unpopular heroes and popular heroes. Although there are some heroes that can be developed, there are still a large number of heroes who can only sit on the bench and completely miss the high-end games and professional games.
So, can you take the best of the two to create a perfect MOBA game?
Basically impossible.
Obviously, these two games can see each other's strengths and weaknesses, and both are trying to make some changes in their respective directions, but after all, they have embarked on two completely different paths.
To simplify the operation and expand the user base, the upper limit of the game operation will inevitably be lowered, and even some balance will be destroyed. You cannot have both.
These two games are MOBA games that have developed to the extreme. DOTA is like Go, with more changes, but it is difficult to get started and relatively niche; LOL is like chess, with clear rules and a large number of players, but the routine is relatively solid.
For Chen Mo, DOTA is very good, but now he must expand his player base to the maximum extent, and compete for user resources with the domestic distributors who have joined together. UU Kanshu www.uukanshu.com uses a shocking game to completely Consolidate your player base.
At the same time, he also wants to use this game to monopolize the MOBA game market to the maximum extent, so that any game that tries to imitate or try to catch up from behind will all die.
Considering it comprehensively, it is more in line with Chen Mo's current needs to do LOL.
Of course, another important reason is that Chen Mo would not play DOTA in his previous life.
Even if he used the memory playback potion and reluctantly recalled some hero skills, it was difficult for Chen Mo to reproduce DOTA perfectly.
As for "League of Legends", Chen Mo will definitely not move it out indefinitely, after all, his current numerical ability is already very strong.
Moreover, in Chen Mo's previous life, "League of Legends" has been constantly revised and innovated in the course of several years. Many concepts are constantly evolving, and Chen Mo will not stick to those design concepts that are obviously outdated.
When Dichao Interactive Entertainment and the Shenhuan game platform started to cooperate and wanted to use the popular game to prove their strong promotion ability of the channel, Chen Mo also planned to come up with the most popular game to teach them how to behave.