Chapter 1276 "Bullet Scar 2" Classic Mode
Friday, October 26.
In the conference room of Tianhuo Studio, Zhou Muyan, Sun Xi and several other designers have all arrived, and Sun Xi is distributing the design draft.
This is the design proposal for "Bullet Scar 2" submitted by Min Jingchao just this morning.
Zhou Muyan deliberately gave up the most central position of the conference table, and then looked at these designers: "I was disappointed by what happened last time."
"President Pei came to design the game in person, but you didn't put forward any constructive opinions, and you didn't even gain anything!"
"This time the design plan has come out. Min Jingchao will explain it again. How much he can understand depends on your good fortune."
With embarrassed expressions on their faces, several designers nodded, "Yes, Mr. Zhou, don't worry, we must listen carefully!"
Zhou Muyan was a little desperate at first, but Min Jingchao gave him hope again.
So, I called these designers back again.
Mr. Pei spoke too profoundly before, and he couldn't understand it, but Min Jingchao's speech should be more popular, right?
Listening to Min Jingchao talk about the design ideas of this game will definitely be rewarding.
As for these designers, they were somewhat unconvinced.
They don't think that President Pei has a false reputation, but that President Pei may be targeting them.
Is it because this game was developed for Tianhuo Studio, so Mr. Pei was so vague? So cloudy and foggy? Did you deliberately not tell us clearly?
Want us to screw up the game?
When President Pei told his designers, it was definitely not like this!
But when they heard that Min Jingchao really designed the game, they felt guilty again.
It seems to have misunderstood President Pei!
How could President Pei be the kind of person who deliberately wants to fail the game?
Sure enough, it was because we were too good at it, so we must watch and study hard this time!
It is impossible to learn to the level of President Pei, it is purely a talent, but it is still possible to learn Min Jingchao and draw some nourishment from President Pei's thoughts.
Everyone present, including Zhou Muyan, has changed to a humbly learning mentality.
Min Jingchao pushed open the door and entered, and was stunned when she saw this posture: "Huh? So many people."
He knew there would be designers coming to sit in, but he didn't expect so many people that the conference table was almost full.
Zhou Muyan smiled and said very kindly, "Brother Min, come here."
Min Jingchao saw that only the middle seat was vacant, and said subconsciously, "Mr. Zhou, you should sit in the middle."
Zhou Muyan immediately shook his head: "That won't work, you are the chief designer of the project, you should sit here."
"Besides, we all have an open-minded learning mentality now, so don't refuse."
Min Jingchao hurriedly waved his hand: "Mr. Zhou, you are too polite."
Rejecting for a while had no effect, Min Jingchao had to sit down in the vacant seat and enter the main topic of this meeting.
"Everyone has seen the first draft of the design plan of "Bullet Scar 2", which basically refined the points that Mr. Pei asked for before."
"I have already told President Zhou and Sun Xi about this before."
"This meeting is mainly to talk about the core gameplay of the game and the related mechanics of the big map that have not been finalized before."
Everyone nodded and listened carefully.
When Min Jingchao, Zhou Muyan and Sun Xi interpreted President Pei's thinking before, they only reached the "big map" step, but there was no specific design plan for how to do this big map.
Min Jingchao said that this is the result of the gradual escalation of President Pei's test.
Now it's up to him to come up with a constructive idea.
Min Jingchao sorted out his thoughts a little, and then said: "Since it is a big map, there must be many players, ranging from thirty to forty, as many as seventy or eighty, or even more."
"The specific number of players definitely depends on the size of the map, and the density of players on the map determines the rhythm of the game."
"If the density of players is too high, the rhythm of the battle will be very fast, and many players may die suddenly; if the density of players is too small, the rhythm of the battle will be too slow, and the battle will not be intense enough, and the players will feel that they are fighting Single machine."
"Moreover, it is also necessary to take into account that different players have different demands on the game rhythm."
"Some players prefer to kill more and need a higher density of players; while some players like to search for good things, first improve their resource allocation, and hope that the density of players is lower."
"So, if you want to make a big map, you must solve several key problems."
"For example: how to dynamically adjust the density of players on the map; how to adjust the rhythm of the game at different stages; how various resources should be allocated to players, etc."
Everyone nodded, and some people made records in the notebook.
The problems raised by Min Jingchao are all real problems. The reason why the big map mode is not easy to do is because the game rhythm is difficult to control.
Traditional FPS games are basically small map modes, and the battles are more intense, which can stimulate players to the greatest extent and keep them in a more active and excited state all the time.
But if you make a big map, if the density of players is low and you can't see a single person for a long time, it will make players feel bored; if the density of players is high, they are all chuchuchu, so what's the difference from the small map?
Obviously, it is necessary to come up with a gameplay that must be completed with a large map and can maximize the preservation of FPS games.
Min Jingchao continued: "Actually, my first thought was that since there is a big map, there must be a rich map mechanism on the big map."
"For example, air bases can provide reconnaissance and airdrop supplies, bunkers can provide fire suppression to a small area nearby, field hospitals can speed up the resurrection of the wounded, and so on."
"These unique map mechanisms are the core advantage of the big map different from the small map."
"That said, I've just started thinking about giving players two game modes: a chug chug mode that's purely shooting guns, and a multiplayer co-op mode that's this kind of large-scale campaign."
"But then I realized a very critical issue, which is the issue of balance."
"For a large-scale multiplayer campaign like this, it's actually difficult for the game's own matching mechanism to be so perfect. Especially in FPS games, there are a lot of luck and variables, which adds to this uncertainty."
"The existence of the map mechanism is to widen the gap between the two sides, so that the battle will not be tug-of-war and continue, but if the strengths of the two sides are not balanced, then this may cause the game to become a one-sided crush."
"This is a problem faced by multiplayer PVP in old MMORPG games such as "Fantasy World", and it is also a problem I have been thinking about in the process of being in charge of GOG game balance."
Designers nodded, which is obviously not difficult to understand.
It must be boring for players to just shoot guns on the big map, and they must join strategic locations.
And the strategic location cannot simply add points, it must have practical functions, and it must bring the benefits of game mechanics to players.
For example, the battlefield hospital can definitely advance the player's resurrection point, or provide the player with a first-aid kit to restore blood.
However, the existence of the map mechanism will make the already unbalanced sides even more unbalanced, and the battlefield is prone to one-sided situations.
Because the FPS game itself has strong randomness, the player's historical data cannot fully explain his strength.
For example, there is a player whose marksmanship is poor, but his commanding ability is very strong. Although his KDA is poor, he can win. How to match a player like this?
It is also inappropriate to use the game mechanism to forcibly strengthen the weaker side. After all, for the advantaged players, my advantages are all hard-earned, so why should the game mechanism target me?
Games like GOG can use heroes to solve this problem. For example, some heroes are heroes in the late stage, and if they are dragged to the back, they can play five.
But FPS games rely on marksmanship. A player with good marksmanship will not suddenly become poor, and a player with poor marksmanship will not suddenly become better.
If you really design a very strong mechanism in the later stage, then the final result is mostly that the rookie will die as soon as it comes up, the master will be very strong in the front, and the latter will be completely unstoppable.
The difference in the characteristics of FPS games and MOBA games brings this problem.
Once solved, it will seriously affect the player's game experience.
Min Jingchao has been in charge of the numerical design and game balance of GOG. He is very sensitive to balance, so he immediately realized the problem of this gameplay.
"The way I think of it is to use game mechanics to filter."
"Let the players fight freely, and then assign them to two different factions based on their performance in the game."