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Chapter 1768 The so-called humane twenty-four

Temple of rocks.

In any game, freedom and balance are one of the most important factors in the game...

Although stand-alone games often tend to be free, while online games tend to be balanced, a truly excellent game must do both...

Stand-alone games need to ensure sufficient balance under the premise of high freedom...

Stand-alone games need to be under the premise of high balance and ensure sufficient freedom...

Games that can have both are often classic games in the true sense!

And for online games...

Balance is the capital for the game to survive, and freedom is the root cause of the popularity of the game!

The game screen determines whether the player is willing to enter the game for experience. The balance of the game determines whether the player is willing to play for a long time without giving up the game in a short time. The freedom of the game brings enough freshness to the player...

Among these elements, balance is naturally the most important factor!

The reason is very simple!

In any game, there will inevitably be various professional systems, talent systems, equipment systems, runes systems, etc....

Players choose a profession, a talent, a type of suit, and a type of runes, which means they are taking a different path than other players...

The more rights the game gives to players at the level of choice, the higher the freedom the player will have in the game, and the more impossible it is to have that completely identical combination...

After all, every player has different understandings of the game, so when making a choice, the choice itself will not be unique!

Of course, the most critical issue is that the game itself always has luck. What different players can do is simply choose a relatively reasonable game route for themselves to play. Whether they can realize their own planning. In essence, it depends on whether they can explode or draw some equipment or skills they want in the process of the game...

In different games, there are so-called core concepts, whether it is the core card, core character, core equipment, or core runes. In many cases, what game route the player chooses is essentially not determined by the player himself, but can only make final choices based on the random elements he obtained in the game process. He plans the game process before the game starts in a stubborn manner. In many games, it is absolutely unworkable!

The so-called balance of the game is essentially the effort and benefits the players make during the game process should always be maintained in a balanced state... Simply put, the more they pay, the more they get, the less they pay, the lower their benefits...

Simply put, if people are crazy about pursuing a certain piece of equipment, a certain game character, or a certain pet in the game, then in a sense, the game will lose a certain balance...

The so-called balance is not everything that fits the whole...

Instead, no matter what type of game, there needs to be a gradient system...

For example, if a game with card battles as its core, then in the game, the balance between card attributes and abilities will become crucial. Theoretically, the strength of cards with the same rarity in the game should be relatively similar. The stronger and versatile character cards are, the more they are, they should naturally limit the rarity, so that only a small number of players can obtain this type of card...

This is also a manifestation of balance!

The stronger the card, the rarer it is. This is actually a manifestation of balance...

On the contrary, if a card that is easy to obtain naturally has a higher quality than a rare card, then this card will naturally become the first choice for civilians in the game. Of course, if such a card is weakened, it will become an inevitable...

Balance is something that will not change constantly...

Just like in team competition games, there is also the so-called generation of Gods. In the same game characters, sometimes, just a slight adjustment of skills may greatly improve the strength of the characters. Sometimes, the emergence of a prop, the rise of a genre, and even the strength of another game character may trigger many chain reactions...

But no matter what kind of game it is, balance always exists...

In team competition games, the strong characters in the early stage will always tend to be weak in the later stage. The weak characters in the early stage will always tend to be strong in the later stage. Characters with certain weaknesses will often have sufficiently powerful core skills. Each game character itself will always have different positioning on the battlefield...

And these positioning itself is a reflection of the balance of the game!

If a character is useless and every aspect can be replaced by another character, then this is a balanced failure. On the contrary, if a character itself is extremely powerful and will be selected or disabled in every battle, then such a character is also a balanced failure!

Of course, in competitive games, data in a simple sense will never be able to achieve balance in the game. Only by investing the characters in actual combat can the advantages and disadvantages of balance be revealed...

There is no doubt about this...

In fact, because the game needs to be balanced, for any team competition game, the version updates and fine-tuning are often very frequent, weakening the mainstream characters in those games, and then strengthening the bench characters in those games, so that the playing rate of each character reaches a certain balance...

On the premise that the playing rate of each character reaches balance, modify the game map and the game props to make the version continue to become unbalanced, and then further modify it. Through this method of repeated modification, the game will gradually become more balanced!

For competitive games, the need for balance can be said to be absolute!

Of course, for online games, it is inevitable to have a balance...

But this balance itself is actually not a balance in the confrontational level in a pure sense, but a balance of the entire game data...

The balance between player's efforts and benefits...

The balance between game professions chosen by players, the balance of game character skills, the balance between game level and intensity, etc.

It can be said that balance itself is a concept that is everywhere for online games...

Of course, balance in the absolute sense is impossible. Any game or version always has relatively powerful game professions in the version, there will always be relatively powerful game skills in the version, and there will always be relatively mainstream game sets in the version...

But the more mainstream things are, the more they will become in the next version, the more they will become easily weakened...

In a sense, balance in the game is essentially based on the rules of the game!

A reasonable game rules and game system are often the most basic guarantee of game balance and the root cause of attracting player support!

Just like in reality, if a president of a country wants to win an election, he needs his ruling philosophy to be recognized by the people. Only when the people agree with his ideas can he truly sit firmly in the position of president...

By the same token, from a business perspective, if a country wants to develop a good economy, it must have good enough business policies to attract business people’s investment!

From the perspective of governing the country, if a country wants to truly achieve national prosperity and peace, it must also have laws that conform to the moral cognition of the vast majority of people. If the law and morality are seriously conflicted, then the chaos in the country will become natural...

From ancient times to the present, most revolutions in this world have often been caused by tyranny in the simple sense...

And in the face of peace and stability, the so-called revolutionaries have no soil for survival...

Of course, the so-called balance itself is not absolute justice. In essence, maintaining balance cannot be at the expense of players!

The game company must make players feel that their efforts and energy have not been in vain for the game. While reasonably maintaining the balance of the game, it must also ensure that the player's efforts cannot be wasted to the limit and cause the player to feel too much frustration. Otherwise, even if the modification itself is reasonable, it will still lead to large-scale loss of players!

Many times, even if the right thing is done too much, it will still have a negative impact!

For example, in online games, players can repeatedly establish countless small accounts to win lottery opportunities, and then use this method to obtain rare characters that are difficult to obtain in the normal process of the game. Such game accounts are often called initial accounts, while many game studios often establish a large number of initial accounts in this way, and then after flashing out the best characters, they can be sold online...

Of course, this method is undoubtedly a damaging the interests of the official, and also a damaging the interests of every normal game player...

However, this does not mean that when a game company deals with such a problem, it has the right to unconditionally shut down the game account. Closing such accounts itself is certainly a just act, but this justice itself is an excessive justice. In this process, there will inevitably be some players who are simply lucky and have been shut down...

In a sense, the transaction of the initial account itself is actually not a violation, because the game account is the player's own property from the time the player is established. How to use and handle it is essentially not related to the game company. As long as the player does not use plug-ins or uses the game to make profits, it is essentially innocent. Selling the initial account certainly affects the normal game order, but if the game company simply uses banning the account to solve the problem, it is undoubtedly a way to use violence to fight violence, and it is a completely undesirable practice...
Chapter completed!
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