Even though many players enjoyed it, Chen Mo knew that the overall gaplay of COG was full of loopholes, and it was still far from being a qualified MOBA ga.
In the eyes of ordinary players, this map was very interesting and different from any other ga on the market.
All heroes had different positions and could cooperate closely.
They only needed to control one hero, which was more friendly to new players.
The pace was relatively fast, with a maximum of 40 minutes per ga.
It took into account team cooperation and individual heroism.
Of course, it was hard for the players to sense the huge potential behind this ga. They only had a vague feeling that this ga was very fun.
However, this was not the case for Chen Zhao.
After seeing DOTA and LOL in his previous life, the two MOBA gas that were extrely well-developed yet had completely different characteristics, the current COG was like a sieve in Chen Mos eyes, full of holes and loopholes.
There was no clear position in the hero design, and the balance was extrely poor.
The map layout was unreasonable, and the jungle was narrow and long, which made it easy to GANK in the lane.
The positive motivation for the players was seriously insufficient, and there were no special rewards or sound effects for killing or killing more.
The cost of learning was very high.
The equipnt system was loose and did not form a system.
His chanics were still similar to those of an RTS ga, and he was extrely unfriendly to players with poor gaming skills.
The snowball effect was too obvious, and there was very little to turn over.
The players were having a great ti now, only because ga such as COG had just appeared. Everyone was a noob, and they were happy when they won, but they didnt feel as frustrated when they lost.
In such an environnt where rookies pecked at each other, the fun of COG was infinitely magnified, so it looked very beautiful.
However, what would happen if the players improved their skills, had a deeper understanding of the ga, and developed more strategies?
Players needed a ruler to asure their own level, so the stairway to heaven was born. What would happen when everyone played the ga for the sake of winning and a large group of players with a deep understanding of the ga and good operation skills gathered on the stairway?
Then the flaw of COG would be infinitely magnified.
The dark Rangers winning rate is too high. Shes too strong. Lets weaken the blood mage!
Perhaps people would say that the number of monsters in your jungle was too unreasonable, that your jungle was too small, that you were too tired from playing the ga, and that you had too little inventory
Every imperfect little setting would beco a crack in the dam, and eventually cause the ga to collapse.
This was also the reason why Chen Mo didnt bring out MOBA gas from the start.
The balancing of the numbers was too important, it could even be said to determine the life of a MOBA ga. If Chen Mo released an imperfect MOBA ga, it would be the sa as giving the advanced concept to other video ga designers. In the end, the other companies would co up with a better MOBA ga, and Chen Mo would lose all his money.
This was sothing Chen Zhao could not tolerate.
However, at this stage, Chen Mo finally had the ability to bring MOBA gas into the world.
Chen Mo had already set a developnt plan, but with so many things coming together, the developnt of the ga was even more urgent.
After Emperor dynasty entertainnt and fantasy gaming platform tead up, almost all the distributors in the country tead up to attack Chen Mos Thunderbolt gaming platform.
In other countries, there were also gas with MOBA elents, and they had already ford a partnership with the GA. He believed that they would soon release a more complete version of MOBA gas.
To Chen Mo, he had to create a ga that could dominate the entire Chinese market, only then could he destroy the distribution channel that Emperor dynasty and divine fantasy had set up, and only then could he keep the money tree of MOBA in his hands.
In Chen Mos previous life, DOTA and LOL were the two most popular MOBA gas, and had basically explored the ga genre to the extre. However, these two gas ended up on completely different paths.
DOTA was balanced to the extre, and almost every champion had their own place to be used. There were all sorts of tactics, and the competitive nature of the ga was top-notch.
However, due to the difficulty of getting started, the style of the ga, and historical reasons, DOTA had not been able to expand and harvest the MOBA market on a large scale even though it was the first to appear.
As for LOL, it was a different path.
By changing the art style, simplifying the operations, and fixing the routine, LOL had greatly reduced the difficulty of MOBA gas, allowing it to be popularized to many people who didnt play DOTA before. Under the stacking of various objective factors, it had completed the harvest of the MOBA market, becoming the most popular ga in the world.
However, this also brought about other problems, such as fixed routines, poor balance, low operating limits (relatively speaking), and so on.
Every ti LOL was updated, there would be so unpopular and popular heroes. Although so heroes could be developed, there were still a large number of heroes who could only sit on the bench and not participate in the high-end gas and professional competitions.
In that case, could he make a perfect MOBA ga with the advantages of the two?
It was basically impossible.
Obviously, these two gas could see each others strengths and weaknesses, and they both tried to make so changes in their own direction. However, they had already embarked on two completely different paths.
In order to simplify the operations and expand the user base, it was necessary to lower the upper limit of the gas operations and even destroy so balance. One could not have both the fish and the bears paw.
These two gas were MOBA gas that had been developed to the extre. DOTA was like go. There were many variations, but it was difficult to get started and had a relatively small audience. LOL was like Chinese Chess, the rules were clear, the number of players was high, but the strategies were fixed.
To Chen Mo, DOTA was great, but he had to expand his player base as much as possible, and fight for the player base with the local distributors that had already joined forces. He had to stabilize his player base with an earth-shattering ga.
At the sa ti, he wanted to use this ga to monopolize the MOBA ga market to the greatest extent, and destroy any gas that tried to imitate or catch up to him.
Overall, LOL was more suitable for Chen Mos current needs.
Of course, another important reason was that Chen Mo didnt know how to play DOTA in his previous life.
Even after using mory playback potions to recall so of the heros skills, Chen Mo still found it difficult to perfectly recreate DOTA.
As for League of Legends, Chen Mo definitely wouldnt use it the sa way, since he was already very good at nurics.
In Chen Mos previous life, League of Legends had been constantly changing and improving over the years, so Chen Mo didnt stick to the obviously outdated design concepts.
While Emperor dynasty entertainnt and fantasy gaming platform were working together to prove their marketing capabilities, Chen Mo was also planning to teach them a lesson with the most popular ga.
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