Chapter 573 The Game Is Fast-Paced
But at least one thing is very clear to everyone. From the CG point of view, this game is basically a Chinese style game, and the heroes in it are mainly Chinese heroes.
This makes many players feel a little surprised, because the current mainstream of domestic mobile game moba is still dominated by Western fantasy heroes.
Speaking of which, this is also somewhat related to "League of Legends", because in the parallel world, most moba game players are mainly from "League of Legends", and the hero design of "League of Legends" itself is very pleasing, so these players You mb's games also unknowingly imitate this style.
Moreover, for the vast majority of designers, there is some risk in changing the moba game to a Chinese style, because it is not known whether players will accept it.
Chen Mo's change is not bold, but it does make many players feel bright.
I've watched too much Western fantasy, and it's not bad to try Chinese style occasionally!
Since they are Chinese heroes, who are the few people who appear in CG?
The players all entered the game with questions.
...
Zhang Bei was also playing. After watching the CG, he was both amazed and envious.
Although the mobile game version of "Ancient Cataclysm" costs a lot, it is obviously impossible to make such a CG. After all, the investment is too large, and the headquarters of Dichao Interactive Entertainment will not agree.
Although Zhang Bei is the chief designer of the entire project, he is still constrained by higher levels. It is impossible to be like Chen Mo, who can do whatever the game wants to do, spend the money as he wants, and there will be no concerns.
Zhang Wei can only sigh, envy is useless, Chen Mo's operation can't be learned by ordinary people...
After entering the game, directly into the novice tutorial.
In fact, if the player has a character in another zone and has already gone through the tutorial, then creating a character in the new zone will automatically skip this process.
But now "Honor of Kings" has just come out, so everyone must be forced to go through a novice tutorial before they can play the game.
The first is a few simple instructions, telling players that the story takes place in a fictional continent, and players summon heroes to fight.
Obviously, these are basically the same as the novice guide of "League of Legends", and other mobile game moba basically do the same.
What Zhang Bei cares about is, what kind of operation mode will this game adopt?
The beginning of the guide is very simple, nothing more than moving, attacking, casting skills, killing heroes, buying equipment, restoring blood, and so on. For Zhang Bei, these are very conventional designs, and there is nothing worth talking about.
The hero used by Zhang Bei is Arthur, and Arthur's hero skills are basically Garen in "League of Legends", but it may be stronger than Garen because there are two more useful displacement skills.
Zhang Bei was a little disappointed, because he didn't see any better operation mode changes in the hero Arthur, just a little bit.
Could it be that Chen Mo said that he wanted to change the game skill casting mode, but in the end he still made a very mediocre system in the middle of the game? Zhang Bei had some doubts.
However, Zhang Bei still found something valuable, that is, the layout of the entire game interface.
The lower left is the virtual joystick, and the lower right is the attack button and skill button.
The minimap has been moved to the upper left corner, and after expanding the minimap, you can send signals on it.
Elements such as the scoreboard, store, share button, etc. are well placed in the spare parts of the interface, and the layout is relatively reasonable.
Moreover, there are three relatively small buttons on the far right, namely attack, retreat and assembly, which can send information to teammates very quickly.
Zhang Bei also felt very surprised. Obviously, this is a very good design. Although the entire interface of the mobile game needs to reduce the number of buttons as much as possible, these three buttons are still too critical.
After all, in moba games, you need to cooperate with your teammates all the time, and mobile games also often need to quickly let teammates understand your intentions.
These three buttons are small but very powerful.
After the most basic operating system explanation, man-machine combat and actual combat training were carried out.
However, Zhang Bei was highly suspicious that the enemy he encountered in the actual combat training should also be a computer, because he killed it was too cool...
A random shooter hero was chosen, and the opponents were all rushing forward stupidly. Zhang Bei's final record was 10-0-3, basically crushing the audience.
And during the battle, Zhang Bei also discovered some features of this game.
The first is that the pace of the game is very fast.
If a battle is very smooth, it may end in more than ten minutes, and surrender in six minutes at the earliest.
Players have been fighting fiercely since the launch, replenishing troops and consuming each other, and because the number of skills has been reduced to three, players can make big moves at level four, and all skills are crazy.
At the same time, due to the further reduction in the size of the map, as well as the faster movement of heroes and more displacement skills, the pace of the game has been further accelerated.
The second is that equipment can be purchased anywhere on the map without the need to return to the fountain.
This seems like a risky change, but after playing around a bit, Zhang Bei thinks this setting is great!
Being able to buy equipment anytime, anywhere and turn your economic advantages into equipment advantages is simply too important in such a fast-paced game.
This also means that snowballing will be easier, because there is no need to worry about whether to go home or not, there will be no huge deposit on the body, but the phenomenon of not replenishing equipment in time and being terminated by the enemy, some stronger physical heroes can even not return the whole process Family.
And Zhang Bei can feel that the map mechanism should also have undergone some changes, including the refresh time of wild monsters, the speed of sending troops, and the role of various epic monsters, all of which are slightly different from "League of Legends".
Even the health of the defense tower has been weakened. In "League of Legends", the time for a tower to be pushed down is actually very late, but in "King of Glory", if the defense tower is in an undefended state, even It will drop when the hero reaches the second and third level.
All these settings actually point to one result, that is, the game rhythm has been greatly accelerated.
"League of Legends" often appears for more than half an hour, or even forty or fifty minutes of bladder rounds, but it will never appear in "Honor of Kings".
In "Honor of Kings", the standard game time is basically 15 minutes, you can cast in six minutes, and there are basically very few innings where the game is dragged to 30 minutes.
In other words, in terms of game time, this game is very suitable for mobile games.
In terms of feeling, a game like "League of Legends" feels like writing a proposition composition. It takes 40 to 50 minutes to operate the whole process, which is very tired, but "League of Legends" gives people the feeling that it is like smoking After a cigarette, it was over without paying much attention.