Chapter 1277 Three Game Modes
Min Jingchao paused for a while and continued: "The background of the game can take place in an abandoned battlefield in the future world. Players play as soldiers who are undergoing special training and need to win the exercise."
"In my vision, the game is divided into two phases."
"The first stage can be called the exploration stage, or it can be called the stage of the big fight."
"Players can choose their identities before entering the game: ordinary soldiers, squad leaders, and battlefield commanders. There are two options: main selection and alternative."
"The default in the game is a four-person team with a captain. Players can choose a single row or multiple rows."
"The system will adjust according to the actual situation of the current players in the game. For example, if there are not enough players for the main captain in the battlefield, then it will be screened from the people who are the alternate captains. If it is still not enough, then the data will be compared from the ordinary soldiers. Good player."
"After forming a team, the captain will designate a place on the map to land and start collecting resources nearby, looking for better firearms, more bullets and medical supplies, etc."
"Whether to play at this time depends entirely on the player's personal preference."
"If players want to fight, they should go to strategically important places with rich materials, such as battlefield hospitals, airports, bunkers, etc., where they will encounter other players very early, and the battle will be fierce."
"If players don't want to fight, then go to places where supplies are relatively lacking, such as camps and strongholds in the wild."
"If a player in the team dies in the early stage, the teammate can go to the designated place to revive him; if the dead player quits the game, a new player can be re-summoned to enter."
"Of course, in the matchmaking interface, players can freely choose whether to join a game that has already progressed to the middle."
"The entire team is eliminated and eliminated from the game."
"The first stage of the battle is 100vs100, that is, a total of 200 people, and 50 teams are put into the map."
"In order to prevent players from hiding and delaying time, I added a 'radiation protection suit battery' setting. Players must find the battery of the radiation protection suit to maintain full health. Once the battery is exhausted, it will continue to be deducted due to radiation. blood until death."
"When there are only 100 people left in the field, that is, half of the teams are eliminated, or after the game has progressed for a certain period of time, it will enter the second stage."
"At this point, the system will divide the battlefield into two evenly matched players based on factors such as the player's record in the first stage and the distribution of players in various strategic locations."
"In the initial state, the two sides must be mixed together, some teams may naturally be in the depths of the enemy's camp, occupying a key bunker; while some teams may be in the rear of their own camp, very Safety."
"At this time, the commander selected by the system can start to command the battlefield and issue instructions to all the squads."
"In order to facilitate player communication, we will build a very complete signal marking system. Captains and commanders can issue orders directly through the marking system, or they can shout through voice."
"At this stage, players can be resurrected in camps or hospitals even if they are killed, but they need to consume materials, such as batteries for radiation protection suits. The materials on the map are limited, and they cannot be resurrected after they are exhausted. In the end, the two sides occupy the The number of strategic locations and the points obtained by killing enemies and collecting supplies are used to calculate the outcome and score.”
After hesitating for a while, Sun Xi asked: "Will the game time be too long? Most FPS games are in a quick mode of a few minutes and a small round, which stimulates the player's emotions quickly and directly. It is divided into two parts like this. The stage, surely it can’t be completed in a few minutes?”
Min Jingchao nodded: "Well, I expected a whole game to be about 30 minutes long. In fact, this time is not bad, it is basically similar to the game time of the bladder comparison game in GOG."
"And unlike games like GOG, Bullets 2 has a screening mechanism, and not every player will play for 30 minutes."
"The first stage is the screening stage. If the player jumps to the crowded area to fight fiercely as soon as they come up, they may kill everyone and let their team directly occupy a strategic location, or they may directly destroy the team and be forced to withdraw. ."
"So, for players who like fast rhythm, they don't need to last for 30 minutes; for players who like slow rhythm and search slowly, in the first stage, they should jump in some places with less people, as long as they last through it. If you don’t die in the first stage, you can always be resurrected in the second stage, and you can keep the good weapons and resources in your hands.”
"Furthermore, if you die in the first stage, you will die. If you quit, you will start a new game immediately without delaying anything. If you survive the first stage, you can be resurrected in the second stage, and your weapons and equipment will be better. Now, coupled with the rewards after the battle, the driving force is also very sufficient, and there will be no quitting halfway."
"As players' marksmanship gets better and better and they understand more about the game mechanics, they can gradually try to choose some more competitive locations, so that the player group can achieve a natural flow."
"This mechanism is equivalent to a segmentation of different types of players, so that players can find their own gameplay in this mode."
Zhou Muyan and the others nodded, the solution Min Jingchao said seemed to work.
In fact, the reason why MOBA games are popular is because they have different fun in the early, middle and late stages of the game.
In the early stage of single-player laning, you can establish an initial advantage through your own technology; in the mid-term roaming support, help the team to open up the situation; in the later stage, you will either compete for resources, or look for opportunities to come back from a desperate situation and win.
Moreover, in this kind of game, because the player's level and equipment are constantly improving, there is a sense of growth similar to MMORPG, so in the middle and late stages, unless the situation is completely one-sided, as long as the player's equipment is mixed up, there is a fighting force Now, they will not easily give up the sunk costs in the first 20 minutes or so, and they will find ways to find opportunities to make a comeback.
The big map mechanism Min Jingchao designed for "Bullet Scar 2" obviously also draws on some ideas in MOBA games. On the one hand, it is to screen and subdivide the player group through the game mechanism, so that different types of players can experience different fun; on the other hand It is through the game mechanism to ensure that there is enough fun in the later stage.
Min Jingchao continued: "However, although the design of this big map mechanism is theoretically designed to take into account the experience of different players, in practice, there may be some unexpected situations."
"For example, the matching mechanism failed to balance the strengths of the two parties after the initial screening due to insufficient data; or because of the imperfect mechanism in the game, the progress of different stages was too fast or too slow, which affected the actual game experience of the players."
"In fact, there is no good solution to this problem, and we can only adjust it slowly."
"But in the process of adjustment, it may cause the loss of players."
This is actually very easy to understand. For a game mechanism to work perfectly, it needs a lot of data to support it.
For example, in a MOBA game like GOG, the reason why its experience is excellent is that the data such as how many minions you brush per minute, how much experience you get, how much money you get, and the attributes of wild monsters are all carefully and complexly modified and adjusted. The school has become what it is now.
Once there is a problem in a certain link, such as the player leveling up too fast, the rhythm of the entire game will be destroyed, resulting in a serious chain reaction, or even completely disrupting the original idea.
Min Jingchao has been balancing GOG for so long, and of course he knows this very well.
And it's also unlikely to avoid these issues entirely from the start, just keep making adjustments in-game based on player feedback and collected data.
Zhou Muyan said: "This is actually not bad. After the game is developed, we will test it a few times and adjust it before launching it."
"Anyway, other games have to be tested for a long time before they are officially launched."
Min Jingchao nodded and said, "Testing is one way, but I also thought of another way."
"It's just using the existing big map and opening a few more new game mechanics."
"On the basis of the original mechanism, split and simplify it, so as to ensure that even if the classic mechanism of the big map encounters some problems in the early stage, which affects the player's experience, they still have other modes to play."
"President Pei cut a lot of modes before, and we definitely won't do it. Compared with "Fortress at Sea", only the most basic chuchu mode is retained."
"I thought about it and planned three modes."
"The first is the pure Chuchu mode. Players can choose a small spot on the big map at random, and players can continue to resurrect. By default, they hold their favorite guns, shoot them when they see them, and finally score points by the number of heads."
"Anyway, they are all drawn from the big map. The map can be used with a little modification. Dividing the big map into many small maps can not only meet our needs, but also guide players to familiarize themselves with the terrain of the big map."
"Players have played a lot in this mode, and then they will naturally know the way in the big map."
"The second is to keep only one stage of the model, just need to make some adjustments to the details."
"Because in the first stage, the team fights as a unit, there is basically no need to balance strength. Anyway, the winner is the one who stands at the end."
"But since there is no second-stage battle, it is obviously meaningless to have so many players left on the big map. It is necessary to speed up the death and withdrawal of players, so I consider adding a mechanism of 'Mechanical Legion Invasion'."
"In layman's terms, after the game has progressed for a certain period of time, the mechanical legion will be continuously refreshed from around the map, and the attributes will gradually increase."
"Players have two choices. One is to run into the map, so that they will naturally encounter other players and fights will break out; the other is to search for resources, seize favorable terrain and strategic locations, and fight against these mechanical legions."
"If you don't want to fight with players, just stand in a bunker and brush the mechanical army, which is similar to the zombie mode of "Fortress at Sea"."
"The former is a 'escape' gameplay, while the latter is a 'stick' gameplay, depending on where the player is at the time and their personal gaming habits."
"The third way is the classic way I just introduced."
"Different gameplay can bring different fun to players in the process of the game and complement each other."
"In this way, "Bullet Scar 2" can bring players a rich and unique gaming experience!"