Chapter 279 Two choices
Although many players are enjoying it now, Chen Mo is very clear that the overall gameplay of Cog is still full of loopholes, and it is still far from becoming a truly qualified moba game.
In the eyes of ordinary players, this map is very interesting and is different from any game on the market.
Various heroes have different positions and can cooperate closely.
You only need to manipulate one hero and are more friendly to novice players.
The pace is relatively fast, up to 40 minutes per game.
It takes into account teamwork and individual heroism.
Of course, it is difficult for players to perceive the huge potential behind this game. They just vaguely feel that this game is very fun.
However, this is not the case for Chen Mo.
After seeing the two moba games that are great and distinctive in their previous lives, the current cog is like a sieve in Chen Mo's eyes, riddled with holes and loopholes everywhere.
There is no clear positioning when designing heroes, and the balance is extremely poor.
The map layout is unreasonable, and the wild area is narrow and long, which makes the line very easy to be ganked.
The positive incentives for players are seriously insufficient, and there is no special reward or sound effects for killing and killing.
The cost of learning is very high.
The equipment system is loose and not in a system.
There is still a strong shadow of RTS games in operation, and the opponents are extremely unfriendly.
The snowballing situation is too significant and there are very few turnarounds.
Players are having a lot of fun now, just because the game like Cog has just appeared. Everyone is very fucked, they are happy to win, and the frustration is not that strong if they lose.
In this environment where the chickens peck each other, the fun of cog is infinitely magnified, so it looks beautiful.
However, what if players improve their level, understand the game more and more deeply, and develop more routines?
Players will need a yardstick to measure their own level, so the ladder came into being. When everyone plays games for the sake of winning, and a large number of players who have a deep understanding of the game and have good operations gathered on the ladder that day?
Then the defects of cog will be infinitely amplified.
Someone will definitely criticize you. The Dark Ranger's winning rate is too high. She is too strong. Let's weaken the Blood Mage!
Or you may say that your wild monster value setting is too unreasonable, your wild area is too small, this game is too tiring, and there are too few turnarounds...
Every imperfect small setting will become a gap in the dam, eventually causing the game to collapse completely.
This is why Chen Mo did not bring out the moba game from the beginning.
Numerical balance is too critical, and it can even be said to determine the life of moba games. If Chen Mo rashly launches an imperfect moba game, it is equivalent to sending this advanced concept to other designers. The final result is that other large companies have made a better moba game, and Chen Mo lost all his money.
This is something that Chen Mo absolutely cannot bear.
However, at this stage, Chen Mo finally has the ability to bring moba games to this world.
In fact, Chen Mo had already decided on the development plan, but many things got together, making the development plan for this game even more urgent.
After the alliance between the Imperial Dynasty Interactive Entertainment and the Shenhuan Game Platform, almost most channel dealers in China have joined forces to encircle Chen Mo's Imperial Dynasty Game Platform.
In foreign countries, there have also appeared games with moba elements, and have reached a cooperative relationship with GA. I believe they will soon launch a more complete moba game.
Now for Chen Mo, he must come up with an absolutely dominant game to sweep the entire domestic game market, so as to completely destroy the large channel built by the Imperial Dynasty and Shenhuan, and to firmly grasp the money tree of moba games in his own hands.
In Chen Mo's previous life, dota and lol, as two moba games that reached the pinnacle, have basically explored this game type to the extreme. However, these two games eventually embarked on completely different paths.
Dota has brought balance to the extreme. Almost every hero has his place to use it. All kinds of tactics are ever-changing, and their competitiveness is top-notch.
However, due to the high difficulty of getting started, style, historical reasons and other problems, although Dota appeared first, it failed to complete the large-scale expansion and harvest of the moba market.
Lol has embarked on another path.
By changing the style, simplifying operations and fixing routines, lol minimizes the difficulty of getting started with moba games, making it popular with many people who did not play dota. With the stacking of various objective factors, it has completed the harvest of the moba market and has become the most popular game in the world.
However, this also brings some other problems, such as routine solidification, poor balance, low operating limit (relatively speaking), etc.
Every time the Lol version is updated, there will be some unpopular heroes and popular heroes. Although some heroes can be developed, there are still a large number of heroes who can only sit firmly on the bench and completely miss the high-end game and professional competition.
So, can we use the strengths of both to create a perfect moba game?
Basically impossible.
Obviously, both games can see each other's advantages and disadvantages, and they are also trying to make some changes in their respective directions, but they have already embarked on two completely different paths.
To simplify operations and expand the user base, it will inevitably lower the upper limit of game operations and even destroy some balance. You cannot have both fish and bear's paw.
Both games are moba games that have developed to the extreme. Dota is like Go, with more changes, but it is difficult to get started and is relatively niche; lol is like chess, with clear rules and a large number of players, but the routine is relatively solid.
For Chen Mo, dota is very good, but now he must maximize his player group, snatch user resources with domestic channel dealers that have joined forces, and completely consolidate his player group with a shocking game.
At the same time, he also wants to use this game to maximize the moba game market, so that any games that attempt to imitate and come from behind will die.
Taking it into consideration, it is more in line with Chen Mo's current needs.
Of course, another important reason is that Chen Mo did not know how to play dota in his previous life.
Even if he used the memory playback potion and barely recalled some heroic skills, it would be difficult for Chen Mo to perfectly reproduce the dota.
As for "League of Legends", Chen Mo will definitely not bring it out in a constant manner, after all, his current numerical ability is already very strong.
Moreover, in Chen Mo's previous life, "League of Legends" has been constantly revising and innovating over the course of several years, and many concepts have been constantly evolving, and Chen Mo will not stick to those design concepts that have been obviously outdated.
Chapter completed!