Losing Money to Be a Tycoon

Chapter 1278 Occupation Setting

The designers looked at this design plan, combined with Min Jingchao's explanation, with different expressions.

Obviously, this design is quite subversive for traditional FPS games.

And it's not the kind of subversion that slaps the forehead and whimsical, but Min Jingchao has accumulated a lot of experience in game balance and mechanism innovation at GOG, and made an improvement to the FPS gameplay.

Will this kind of gameplay be more fun than the traditional blasting mode and chug mode?

Not necessarily.

Because Classic Mode is called Classic Mode because its fun may wear off, but it's never out of date.

At least for a few years, the classic mode of FPS games will still have a large number of players.

But the task of "Bullet Scar 2" is not actually to surpass, but to walk out another way.

As Min Jingchao said before, President Pei actually hinted very clearly that continuing to take the classic mode will inevitably collide with games such as "Fortress at Sea" and "Counter-Terrorism Plan". As a latecomer, "Bullet Scar 2" does not have any The accumulation of players is actually very disadvantageous.

Therefore, choosing this new battle mode is equivalent to providing FPS players with a different gaming experience, forming a dislocation competition with other FPS games.

From this point of view, "Bullet Scar 2" does not need to surpass "Fortress at Sea" and "Anti-Terrorism Plan", but only needs to be the best in this subdivision field and be able to make stable profits, then it will completely achieve its purpose.

Some designers sighed at Min Jingchao's whimsy and felt that this plan was bold and subversive, while some designers were full of doubts about it.

Can a new gameplay with such a high degree of originality work?

Influenced by Zhou Muyan, Tianhuo Studio still focuses on safety as a whole in order to make games for profit and to avoid risks.

Before developing a game, it is best to find a prototype from a successful game, so that there is no doubt about it.

Otherwise, in the event of failure, the R&D funds ranging from millions to tens of millions will be wasted, which is not something that ordinary game companies can afford.

It's just that they looked at Zhou Muyan and found that Zhou Muyan didn't raise any objection, so they didn't speak.

Zhou Muyan's heart was of course empty.

Because the process of "Bullet Scar 2" from project establishment to development is unreliable everywhere!

At first, Mr. Pei simply made a few comments at the meeting, and then Min Jingchao made a wild design, and the prototype of the game came out.

The prototype of a successful game? Market research? Feasibility proof?

None at all!

This is completely contrary to the development process that Zhou Muyan was used to before.

But he didn't say much. After all, Mr. Pei's prestige is here, and Min Jingchao is a very capable designer under Mr. Pei. He has GOG's successful experience as a foundation. This is not something he can question.

Moreover, this plan seems to be relatively perfect in theory, and Min Jingchao has also considered all aspects of the problem, so it is not a risk.

Sun Xi raised his hand and said, "I saw some special role mechanisms written on the design plan, such as career settings."

"This profession is different from the one I understand."

"I thought it was a combat career at first, but I didn't expect it to be closer to a life career."

"Are there any special considerations in this regard?"

The so-called combat occupations are occupations that have a direct impact on combat ability.

Just like the traditional setting of warriors, assassins, and mages, different occupations have different fighting styles, some run fast, and some have high long-range damage.

In the game "Bullet Scar 2", the profession that Sun Xi understands is also a profession that affects combat ability.

For example, when a sniper uses a sniper rifle, the damage is higher, and at the same time, it has a certain concealment and anti-reconnaissance effect; an assault soldier may mainly use a submachine gun, and has fast displacement skills; the heavy armored soldier moves slowly but has stronger firepower, etc.

It's not easy to distinguish between classes in a game with a modern warfare background, but it's fine in the future battlefield.

All these skills can be explained by high technology.

In Sun Xi's opinion, since the big map has already made these mechanisms, and Min Jingchao is the designer of GOG, isn't it normal to give players some skills?

However, the occupations written in Min Jingchao's design plan are more inclined to life occupations, that is, occupations that do not directly affect combat ability.

For example, doctors can save people faster, and at the same time, it is easier to obtain medical supplies when unpacking. The medical supplies scattered on the map will also be highlighted, so that more medical supplies can be carried, and these supplies can be transformed in a certain period of time. , make them heal more or have some other buff.

Engineers have the ability to repair stronghold machinery, and can use materials to improve the lethality of some stronghold weapons, and can repair the outer walls of strongholds.

The only thing that has something to do with combat ability is the machine gunner. When operating the heavy machine gun in the stronghold, the reload speed is faster and the shot is more accurate. However, this increase is also very limited, and if you want to use this ability, you must first occupy the lower position. A stronghold can only be used after occupying a fixed machine gun.

In addition, there are also a series of limiting factors such as blind spots and limited number of bullets.

There are some abilities that can be made into occupations, but they are not made into occupations, but are made into props or regular skills, such as anti-reconnaissance.

There are two different anti-reconnaissance methods in the game, one is the optical camouflage effect and the other is the anti-radar effect. disappeared from radar detection.

Only one of these two detection effects can be selected, and it must be replaced according to the actual situation. For example, large bases have radar coverage, and it is better to use optical camouflage in places where radar cannot cover in the wild.

Of course, in order to prevent the situation of optical camouflage everywhere, these resources will be limited, and players can also have a countermeasure such as "small portable radar".

This ability can actually be used to develop a career similar to "ghost", but Min Jingchao didn't do this either, but made it a general-purpose item that everyone can use when they find it. Of course, there is a certain amount and time. limit.

Min Jingchao said: "My consideration in this regard is... Although the combat profession seems to be more differentiated and the gameplay is richer, it can easily have the opposite effect in FPS games."

"That is, it looks like the gameplay is richer, but it actually makes the gameplay simpler."

"The balance between FPS games and combat occupations is difficult to do, and it even conflicts with the core of FPS games."

"FPS games must be a game where you beat me and I beat you. This is the main premise. If it is made into a balance like MOBA games, it is necessary to let the long-range profession scrape the melee profession, which is obviously inappropriate."

In MOBA games, many shooters are clearly armed with guns, but it still takes a lot of A to kill some tank heroes and assassins.

This is because the shooter's range is long. If the damage is higher, the team battle is likely to become a no-brainer, four guarantees, one fight, and it all depends on which shooter's output is more ruthless.

In order to ensure the balance of the game, it is necessary to form a relationship of cyclic restraint and impose some restrictions on the output ability of the shooter.

But FPS games can't do this, otherwise the most basic fun of it will be gone.

If you want to keep the core gameplay of FPS games and add combat careers, it will be difficult to balance.

Min Jingchao explained: "Let me give a relatively common example, if there are several different types in FPS games: tank occupation, with slow movement speed, high defense, and many bullets; rush occupation, fast displacement; sniper occupation, there are certain The stealth effect of , high long-range damage; the healing profession, can add blood to teammates."

"Then let me ask you, which profession should a novice choose?"

Sun Xi thought for a while: "Tank occupation or healing occupation?"

Min Jingchao shook his head: "If you choose the tank profession, you will find yourself a living target. If the master chooses the dash profession, you can't catch it, and then a set of tank profession that damages you will also lie directly; if you choose the healing profession, you will You'll find that you follow your teammates all the way, but any enemy can cut you to death."

"So the treatment asked, why didn't you protect me? Others may be thinking, how can this milk be good food, how can it die at any time?"

"At this time, you may think that the dashing class is so powerful, and I also play it, so the problem is, although you are indeed stronger than before, but if you meet other masters who also play the dashing class, you still give it for nothing."

Sun Xi wondered: "That's not right, the dash class is so strong, the game will be unbalanced, and it has to be weakened."

Min Jingchao asked back, "Then what level of cutting do you think is appropriate?"

"The setting of the dash profession is flexible movement. When the master uses it, the killing will be invisible. If you change its damage to be very scratchy, then the master will simply play a tank or a sniper. This game may become a tank or a sniper again. world."

"MOBA games do different professions because they can do cyclic restraint, and players can accept things like scraping melee combat from a distance."

"But in FPS games, everyone uses guns to scrape melee combat remotely, which is equivalent to directly destroying the fun of FPS games."

"But on the premise of retaining this kind of fun, FPS games are a game of 'you second me, I second you'. Breaking into the profession is naturally a huge advantage. You can either cut it down and no one will play it again, or you will No matter how you cut it, it can’t achieve the effect, and it’s still impossible for a master to use it.”

"For a novice, it's an endless loop. If you don't play the dash class, you will be hanged and beaten by the boss. If you play the dash class, you will still be hanged and beaten by the boss."

"Except for the big guys who can really play the game, the game experience of other players will be destroyed."

"The fun of FPS games is that they kill people quickly and die quickly. Novices can also kill masters through Yin people. As long as the rank gap is not too big, they will never fail to fight back."

"So, these special mechanisms must be restrained. Displacement ability, whether it is teleportation, acceleration or sliding, can't be given if you can. The more you give, the bigger the gap between players and the less game experience for novice players. "

"And the distinction between life and occupation is obvious. It is to allow players to have a division of labor in the second stage of the battle. Some people are responsible for turning on guns and guarding points, some people are responsible for searching for medical supplies to save people, and some people are responsible for maintaining machinery."

"If you want to quickly restore a stronghold after occupying it, you need players of different occupations to coordinate and cooperate, and the commander must also allocate good manpower."

"No matter what profession, the gap in battle will not be too big, so as to maximize the game experience of novice players, and it will not frequently happen that big players kill dozens of games by one game."

Chapter 2 a little later

Chapter 1299/1703
76.28%
Losing Money to Be a TycoonCh.1299/1703 [76.28%]