The Four Hundred and Fortieth Chapter of the Road to Nowhere
Chapter 441 The Road That Can't Be Taken (One More)
Chapter 441 The Road That Can't Be Taken (One More)
Chen Mo stepped down and took his seat.
Zhang Xiaokong frowned slightly and said in a low voice, "Chen Mo, are you talking too much? You told all the key points of the success of "Overwatch", so you are not afraid of being copied?"
Chen Mo smiled: "It doesn't matter, I have confidence in "Overwatch". Besides, this is an exchange meeting. There are both correct and wrong views. Everyone is making progress through exchanges."
Zhang Xiaokong still felt a little inappropriate, but after all, what Chen Mo wanted to talk about was his own personal affairs, so Zhang Xiaokong didn't ask any more.
Chen Mo was a little helpless. I deliberately adjusted the effective range of the wisdom reduction halo to avoid the independent game designers in the back row? Why do you seem to be fooled by me too?
Could it be that my current level has reached the level where I can fool people without needing props?
What Chen Mo said was half-truth.
It is true that the correct option can be excluded by the method of exclusion, but it is also possible that after the exclusion, it is found that this road will not work at all.
The road that Chen Mo described, that is, the road that "Overwatch" takes, is such a road that is actually impossible to walk.
The so-called "no way" does not mean that it will fail, but that it is impossible to reach the level of moba games that have swept the world.
While Blizzard made some mistakes in making and promoting Overwatch, what about someone else? It's also impossible to get the idea of "fps with skills" right.
The success of "Overwatch" is inseparable from the excellent character setting, story background and cultural connotation, and these are precisely the strengths of Blizzard.
What if other companies want to copy Overwatch? In terms of cultural connotation, it simply does not reach the level of "Overwatch". Therefore, Chen Mo is not worried about being copied at all, because this type of game cannot be made well for anyone.
"Overwatch" does have many problems, Chen Mo knows it, but these problems cannot be solved from the current design concept.
In order for Overwatch to be a perfect competitive game, the core problem that needs to be solved is balance/tactical richness, which are actually the same problem.
The specific performance is: slow update, less content, easy to play, rigid lineup, poor fish pond experience, etc. These actually all stem from the same problem.
Under the existing game mechanics of "Overwatch", the hero lineup has the most optimal, or nearly optimal.
The so-called balance does not mean that both sides can use the same lineup to be balanced. Otherwise, what ban is there in the moba game? Can't everyone just blindly select the strongest hero in the version and mess around?
In the "cart/occupy" mode of "Overwatch", some team heroes have become indispensable, and the lineup changes are directly locked in 6v6, so that heroes and heroes squeeze each other's playing space .
The reason why 76 and the Reconstruction Empire are treated differently is because their output stability and output capability are not at the same level.
So, can you quickly produce multiple heroes and balance them well?
almost impossible. It's okay to spawn heroes quickly, but the more heroes you spawn, the harder it is to balance, which is much harder than moba games.
This is mainly because of the gameplay system of Overwatch. In moba games, there are rich map mechanisms and growth potential, so heroes with characteristics such as early-stage heroes/late-stage heroes/split heroes are allowed to exist. A late-stage hero is weak in the early-stage and invincible in the late-stage. Players also have a way to target him, so also Not a problem.
However, there is no economic system in Overwatch, and there is no map mechanism that can enhance combat power. Heroes do not have any growth potential, so it is impossible to make the difference between early heroes and late heroes.
In this case, some characteristic heroes are impossible to appear,
And even if it did, players wouldn't play. So, limited by the game mode, this kind of balance is difficult to do.
As long as the output power of a is 1 stronger than that of b, players will choose a instead of b.
In the limited lineup of 6v6, players will carefully select 6 heroes who can play the strongest team battle ability together, such as Sledgehammer, Maomei, dva, 76, Ana, DJ, such a lineup is in the face When facing Assault Heroes, it runs sideways.
Do you Genji and Tracer want to cut Anna? The backhand hypnotic needle, bottle, and Maomei's shield will give you the whole thing.
With such a lineup, what mobility is needed? What are Genji, Tracer, Widowmaker, and Hanzo, what's the use of climbing walls? What's the use of seeing through?
Therefore, no matter how many new heroes are produced or how many new hero mechanisms are made, professional players/players can always find the best six best choices with the strongest combat power, and the problem of lineup rigidity is almost unsolvable.
It is because "Overwatch" does not do any growth system and economic system.
Of course, the growth system and economic system are not necessarily right, because this is an fps game, fighting all the time, and there is no option to steal towers and develop steadily. Once the snowball is allowed, will the disadvantaged be kept Rolling to death with no power to fight back, causing the game to lose suspense prematurely?
No one knew before it was made, but obviously, solving one problem will lead to a new problem. In Chen Mo's previous life, Blizzard did not make "Overwatch" perfect, and no company could make this kind of game. The pattern is done perfectly.
It's a "look beautiful" dead end.
Therefore, Chen Mo chose a different path to make "Overwatch" an entertainment-oriented game, and try to avoid over-exploitation of game content in competitive competitions as much as possible to overdraw its fun in advance.
To make "Overwatch" a competitive game that is popular in the world is an impossible task in itself. Obviously, Chen Mo will not say this.
He wished that the designers of big companies would all rush to copy Overwatch and end up smashing their heads.
This year's lectures and exchange meetings seemed a little boring, because Chen Mo stole the limelight.
A lot of people are talking about the success of League of Legends and Overwatch, and speculating whether this represents some kind of future direction.
Obviously, these two games can be called phenomenal games, and the momentum of "League of Legends" overseas is also very strong, not only limited to domestic; "Overwatch" has not been officially promoted overseas, but from the game Judging from its own characteristics, it will definitely be very popular overseas.
What about other games? That is to say, "Prosperous Tang" and "Three Realms" have a slight battle, but in terms of topicality and players' enthusiasm, they are still far behind.
Many designers are speculating one after another. Could it be that Chen Mo is going to be a god at this awards ceremony? The content of " " of " " is collected, uploaded and maintained by netizens, and transferred to
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