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Under Emperor dynasty Entertainnts frantic urging, the date of COGs testing was brought forward again to February 13th, the year before.

The person in charge of GA expressed that this was already a very risky decision, because the current COG was not perfect yet. At least in the eyes of the designer, Clive Lehman, it was a very stupid decision to bring forward the closed beta.

Whats the point of taking the test a week earlier?

Clive Larman and GA really wanted to reject Emperor dynasty Entertainnts proposal because they felt that a Chinese companys competitive ga would be released a week or two earlier than them, and that was nothing.

COG was going to be targeted at the global market. As for League of Legends, which was launched by that Chinese company? At most, he would only be able to cause a ruckus in that small piece of land in China.

However, Emperor dynasty entertainnt was very determined, and the GA couldnt completely ignore the huge Chinese market, so they brought the testing date forward in the end.

The reason it was set on the awkward 13th of February was that Chen Mo had already spread the news that there would be special Valentines Day events on the 14th of February and the week after that.

This included introducing limited skins for Valentines Day, limited couple profile pictures, and special matching missions.

Obviously, Emperor dynasty entertainnt didnt want to clash with League of Legends at such a critical ti. After all, the Valentines Day event was prepared. For players, the Valentines Day event was only held once a year, and cogIt didnt matter if they played it a few days later.

If the test were to be conducted on February 14th, the relevant data would most likely be squeezed out.

Lin chaoxus sharp intuition told him that Chen Zhao ca prepared. If he still couldnt think of a solution, the situation would beco very bad.

It all depended on the feedback from the players after COG was launched.

On February 13th, COG (Battle of the Gods) began its closed beta. Emperor dynasty entertainnt promoted it through various channels, even using so of fantasy gaming platforms channel resources.

Although the success of COG was uncertain, the smooth promotion of League of Legends had boosted Lin chaoxus confidence in this brand new ga model, so he had invested a lot of marketing resources for a ga in the testing stage.

Even though many of the original players of COG were Chen Mos die-hard fans, they still preferred to try it out.

Moreover, with Emperor dynasty Entertainnts promotion, there were many other players coming in, and a large portion of them had played League of Legends.

After all, among the gas that were released before the new year, these two were the only ones that were more interesting and talked about, so it was impossible to avoid them even if they wanted to.

The beta version of COG and the map in Warcraft had the sa core gaplay, system, and hero skills. There werent many changes.

In his opinion, so of the original designs of COG were quite perfect, especially among the core players. The art style and operation mode of COG were so key elents that they liked. If he changed it rashly, it would an giving up on these core players, which was not worth it.

The main difference between the closed beta version and the original map was the packaging and the derivative gas.

COG did not get the copyright to the hero, so they could only redo all the models. They had also made corresponding adjustnts to the na to avoid legal risks.

After all, GA was a big company, and they were afraid of being extorted.

For example, Death Knights were renad Dark Knights, dark Rangers were renad shadow Rangers, and forest guardians were renad elven prophets.

There were also classes like Paladins, which only had their models changed but not their nas. Paladins were a classic class in Western fantasy, so there was no copyright to them.

These changes might seem like imitations to older players of COG, but it wasnt important. Clive Lehmann believed that the ga wouldnt be restricted to only players who had played Warcraft before, and the main players wouldnt feel that the models were out of place.

After all, it was a European and Arican company, GAs art design was very good at Western fantasy thes, the scenes and hero models were very authentic, so the sense of imitation was not particularly strong.

There were so minor changes in the map elents and hero skills, but there were no major changes.

Other than that, there were also so derivative gas and profit models.

Similar to League of Legends, COG also had a friend system, a matchmaking system, and a shopping center system. In terms of profit model, COG was also free of charge for all heroes and charged for skins, but there were two things that were different from League of Legends: Card collection and unboxing.

COG had created a set of card modes, which was equivalent to an additional skill enhancent system. Each hero could wear a card set (containing four cards) to enhance the heros four skills.

For example, the dark arrow of the dark Ranger would add additional damage, and the last hit would summon little skeletons. There were three different cards available for dark arrow. They were: increase damage, increase skeletons HP, and increase skeletons duration. Players could choose one of them to add to their deck.

Clive Ramons idea was that this card mode would increase the diversity of the ga, allowing players to freely choose their favorite card sets. Of course, it was also to increase profits.

The GA company didnt approve of a model that solely relied on skins to make money. After all, this model was too risky, and it was completely uncontrollable whether players would buy skins or not, which couldnt guarantee the revenue of the ga.

Unless COG beca popular all over the world, but in the eyes of the GA, this idea was sowhat unrealistic.

The GAs suggestion was to either set up a threshold to buy out, or to add a charging system linked to the attribute. After much consideration, Clive Ramon chose the latter because he felt that the cut-off fee would cost him more players.

As for the way to obtain the cards and skins, it was very European: The treasure chests were opened.

Different from the unboxing in League of Legends, everything in COG was obtained by unboxing, and couldnt be bought directly.

Players could earn gold coins through the ga, and they could earn ga coins by topping up. These two types of currency would open different chests. The gold chest would open different cards and card pieces, while the in-ga coin chest would open skins and cards.

Of course, the speed at which the players obtained gold coins was strictly controlled, and the amount of gold coins required to open the chests would increase every week. It was definitely impossible for players to obtain all the card sets in the early stages through the gold treasure chest. If they wanted to form a more complete card set, they would need to top up.

Moreover, it depended on the players face what would be opened after the top-up, and it was possible to open a hero card that one did not know how to play at all.

However, unboxing was still quite popular in the European and Arican market, and they had so experience with successful gas in this area, so GA and Clive Lehmann didnt feel that there was anything wrong with it.

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