Almighty Game Designer

Chapter 417 Improvement Plan

Chen Mo's idea is to make "Overwatch" an entertainment game completely, and to maintain the core fun of the game to the greatest extent.

First of all, cut off the threshold, the game itself is completely free, and only profit from value-added services such as skins and avatars.

This is to attract as many players as possible, widen the depth of the entire fish pond, and make the winning rate and matching mode experience of most players close to the level of “League of Legends”.

Many players may think that it is a very stupid way to force a 50% win rate, but in fact, a competitive game that cannot guarantee a 50% win rate is a disaster.

Not being able to guarantee a 50% win rate means that some players who play well can always win, while those who play poorly will always lose, which will aggravate the loss of fish ponds and is extremely detrimental to the life of the game.

Second, play down the feeling of winning and losing, and strengthen the player's sense of growth.

For a competitive game, the main fun for most players comes from winning. On the basis of maintaining this, also try to make the losing player less depressed as much as possible.

One of the problems with "Overwatch" in the past life is that players lost inexplicably. You may think that a certain teammate did not play well, or did not cooperate well, or the lineup was not good. In short, the system will not tell you where you lost. You can't figure it out yourself.

This directly leads to a deep sense of powerlessness for many players after losing, and the negative feedback after losing can be called an explosion.

Chen Mo's approach is to record all the data of the player's heroes throughout the game, not just the amount of damage, treatment, kills, etc.

For example, Winston will combine the amount of damage, the number of kills, the number of deaths, the damage taken, the key kill (killing the opponent's output position or treatment with better data), and the key damage (the amount of damage contributed to the key kill) , the effect of the ultimate move (whether the opening time is correct) and other data, each game is given a comprehensive evaluation.

All players can see these data very clearly, and can clearly distinguish which players are in the CARRY and which players are in the pit.

At the same time, kills are no longer shared, and the situation where you can get gold medals for killing kills will no longer exist.

Of course, since all the data are made public and more detailed, the setting of "Gold Medal" has been canceled accordingly.

Moreover, this setting itself is meaningless, because most players do not recognize it, and winning a gold medal does not necessarily mean that you are playing well.

For players,

If you choose the same hero, you can see the hero's proficiency changes after each round, which is equivalent to a disguised incentive.

For example, if you used Hanzo, you performed very well throughout. Although you lost the game, when you saw that you got an S grade and your performance was better than before, you would forget the unhappiness of failure.

Moreover, players receive rewards directly linked to individual performance, regardless of winning or losing. As long as you play well, you can get more rewards when you lose than when you win, which reduces the frustration of losing a game even more.

For those who play dishes, they can also clearly know where they are playing wrong through various data.

For example, if a player chooses Reaper, after the game is over, the system prompts: The performance of this game is B, the number of displacements using the E skill is far below the average level, the data of using the SHIFT skill to avoid damage is far below the average level, the long-distance shotgun The total damage data is much higher than the close range total damage data.

Combining these data, the system can determine that the player doesn't know how to turn around and stick to his face when he uses Reaper. After the player understands this truth, he will subconsciously strengthen his performance in these aspects the next time he plays Reaper.

Winning happily and losing clearly is the only way for most players to have enough fun in the game.

Finally, open up multiple game modes.

A big problem with "Overwatch" is that the 6V6 all-hero selection mode causes some team-enhancing heroes to function far more than ordinary assault heroes, resulting in a rigid lineup.

Chen Mo considered opening 5 different modes for players to choose freely. The one with the most people playing means the right choice.

The first is the classic mode, all heroes 6V6, non-repeatable selection.

The second is the FPS mode, where players will only be able to choose assault heroes. That is to say, in this mode, it will return to the original fun of PFS games, and everything speaks with marksmanship.

The third is the ban mode, where each side can vote to ban three heroes. If players generally feel that sledgehammers and DJs are not fun and do not want the opponent to get them, they can directly ban them, so that they will not appear in the game.

The fourth is the more-player mode, 12 VS 12, which cannot be checked. The significance of this mode is that players have more room for trouble, and many heroes have more opportunities to play.

The problem with 6V6 is that the positions are very limited, so for the sake of the team, 2 tanks and 2 milk are basically necessary, so there are only 2 positions left for the assault position.

In the competition for the assault position, it is obvious that heroes with higher damage ability (such as Soldier 76) will appear all year round, while heroes with weak output ability have no chance of appearing at all. Even if you play well, your teammates will not trust you. you.

In the case of 12 VS 12, the entire team can allocate more positions to those less popular heroes. For example, in the case of ensuring basic tanks and nurses, 76, Widowmaker, and Hanzo can be selected at the same time. , Genji and Shinigami, taking into account the high point sniping, cutting back row, conventional output and other output methods, so that more heroes have room to appear.

The fifth is the promotion mode. When the number of kills reaches a certain value or a certain number of assists are obtained without dying, the hero will be promoted and choose a certain ability to enhance, that is to say, it can snowball through the early advantages.

Of course, the opponent can also get a stronger promotion effect by ending the kill streak.

Moreover, all effects will be reset after the end of the current round to ensure the fairness of the initial game.

This is mainly to satisfy those players with personal heroism who can also experience the thrill of one dozen five in this game.

In addition, "Overwatch" produced by Chen Mo will have a stricter reward and punishment mechanism.

The performance of each player in the daily game will affect the player's comprehensive score. When matching, players with similar levels will be preferentially assigned to the same game.

If a player's rating is consistently very low, he will be matched to a weaker opponent.

If a player is reported by many players for negative competition, abuse, etc., there will be certain punishment measures, and this group of players will be given priority to enter the same game. If the situation is serious, the small black room should be closed, and a certain number of human-machine battles will be played. will be released.

Of course, Chen Mo was not entirely sure whether these changes would be successful. But at least one thing Chen Mo is very clear about, "Overwatch" itself is a great game, it should not just reach the kind of popularity of the previous life, but should do better.

Chen Mo doesn't want the popularity of the "Overwatch" he made to fade away quickly after a period of fire. He hopes that the game can become longer-lived, so that more players can continue to enjoy the game.

Chapter 421/1201
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