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Chen Mo got off the stage and returned to his seat.

Zhang xiaokong frowned and said in a low voice,Chen Zhao, did you say too much? Youve revealed all the key points to the success of the Overwatch, arent you afraid of being copied?

Chen Mo smiled,its okay. Im confident in Overwatch. Besides, this is an exchange, so there are both correct and wrong points of view. Everyone is improving through the exchange.

Zhang xiaokong still felt that it was a bit inappropriate, but since what Chen Mo wanted to talk about was his own private matter, Zhang xiaokong didnt ask anymore.

Chen Mo was a little helpless. I purposely adjusted the effective range of the Halo to avoid the indie video ga designers in the back row. Why do you guys seem to have been fooled by ?

Could it be that Ive reached a level where I can fool people without the use of props?

Chen Zhaos words were half true.

The correct choice could indeed be eliminated by the process of elimination, but it was also possible that after the process of elimination, one would find that this path did not work at all.

The path that Chen Mo described, which was the path that the Overwatch took, was a path that didnt actually work.

The so-called no way didnt an that it would fail, but that it would never reach the level of MOBA gas being popular all over the world.

Even though Blizzard had made so mistakes in the production and promotion of Overwatch, what about others? Similarly, it was impossible to complete the idea of an FPS with skills.

The success of the Overwatch was inseparable from the excellent character setting, story background, and cultural connotation, which happened to be Blizzards strength.

What if other companies wanted to copy Overwatch? In terms of cultural content, it could not even reach the standard of Overwatch. As such, Chen Mo wasnt worried about being copied at all, because no one could do a good job of this type of ga.

Chen Mo knew that there were a lot of problems with Overwatch, but they couldnt be solved with the current design concept.

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In order for Overwatch to beco a perfect competitive ga, the core problem that needed to be solved was balance and the richness of tactics. These two problems were actually the sa.

The specific performance was slow updates, little content, easy to get tired of, rigid lineup, poor experience in the fish pond, and so on. All of these actually originated from the sa problem.

Based on the current ga chanics of Overwatch, there were the best or near-best champion lineups.

The so-called balance didnt an that both sides could have the sa lineup. Otherwise, why would MOBA gas still ban players? Wouldnt it be fine if everyone just randomly chose the strongest hero?

In the Overwatchs push-and-occupy mode, so team-type heroes beca indispensable. In a 6V6, the lineup changes were directly locked in, and the heroes squeezed each others playing space.

The reason why 76 and the Empire-rebuilding combination were treated so differently was that their output stability and output ability were not on the sa level.

In that case, was it possible to quickly produce multiple heroes through the number of shops and achieve a good balance?

It was almost impossible. It was possible to create heroes quickly, but the more heroes there were, the more difficult it would be to balance the ga, which was much more difficult than MOBA gas.

This was mainly because of the gas playstyle. In MOBA gas, there were rich maps and growth, so special heroes such as early-ga heroes, late-ga heroes, and split-zone heroes were allowed. A late-ga hero was weak in the early ga and invincible in the late ga, so players had ways to deal with him, so it was not a problem.

However, there was no economic system in Overwatch, and there was no map chanism that could enhance combat power. Heroes had no growth, so it was impossible to distinguish early and late-ga heroes.

In this case, so special heroes would not appear, and even if they did, the players would not play them. Therefore, due to the limitations of the ga mode, this balance was difficult to achieve.

As long as As damage output was 1% higher than B s, players would choose A over B.

In the limited 6V6 lineup, players would carefully choose six Champions who could combine together to exert the strongest team combat ability, such as sledgehamr, hairy girl, DVA, 76, Anna, and DJ. Such a lineup would be able to crush Assault Heroes.

The yuan clan and lie Kong want to cut Anna? A backhand hypnotizing needle, a bottle, and a Russian shield to clear your mind.

With such a lineup, what flexibility was there to be had? What Yuanshi, liekong, Black Lily, Hanzo, whats the use of climbing walls? What was the use of x-ray vision?

Therefore, no matter how many new heroes were created or how many new hero chanisms were made, professional players/players would always be able to find six best choices with the strongest combat power. The problem of a rigid lineup was almost unsolvable.

It was because Overwatch didnt have any growth or economic system.

Of course, making a growth system and an economic system was not necessarily the right choice. This was an FPS ga, and there were fights all the ti. There were no options for players to steal towers and develop safely. Once snowballs were allowed, would the disadvantageous side be rolled to death without any ability to fight back, causing the ga to lose its suspense early?

No one knew before it was made, but it was obvious that solving a problem would lead to a new one. In Chen Mos previous life, Blizzard didnt make Overwatch perfect, and no other company could make a ga like that perfect.

This was a beautiful-looking dead end.

As such, Chen Mo chose a different path, turning Overwatch into a more entertaining ga, trying to avoid overusing the gas content in competitive gas.

Making Overwatch a world-famous competitive ga was an impossible task, but Chen Mo obviously wouldnt tell anyone about it.

He couldnt wait for the video ga designers from the big companies to swarm over and copy Overwatch, only to end up badly injured.

This years seminar and Exchange were a little boring, because Chen Mo had stolen all the lilight.

A lot of people were discussing the success of League of Legends and Overwatch, wondering if it would represent the direction of future developnt.

Obviously, both gas were phenonal gas, and League of Legends was gaining montum overseas, not just in China. Although Overwatch had not been officially promoted overseas, based on the characteristics of the ga itself, it would definitely be very popular overseas.

What about the other gas? Only the great Tang and the three Realms could put up a fight, but they were still far behind in terms of the topic and popularity of the players.

Many designers were guessing that Chen Mo was going to beco a God at the awards ceremony.

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