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Chapter 416 "Overwatch" with both advantages and problems

After finalizing the next game, Chen Mo began to write the design concept draft of "Overwatch".

As a competitive game, Overwatch itself does not have much content. Whether in terms of the number of heroes, skill mechanisms, map elements, etc., it is much worse than those real big productions.

In Chen Mo's plan, the content of the first version of Overwatch is roughly as follows.

In terms of heroes, the initial 22 heroes, the Shadow and the future new heroes will be added later.

In terms of maps, 12 maps are open, and maps in Eisingwald and beyond are not open for the time being.

This is mainly to ensure the most basic gaming experience for players. If the game content is cut further, it will be too little, and the gameplay will be greatly affected.

In addition, some more critical systems need to be done, such as training mode, hero skin, box opening, eye-catching performance, social interaction, career overview, option settings, etc.

The others are the changes to this game, and the biggest changes mainly come from the game mode.

Chen Mo has also considered a lot in this regard.

Strictly speaking, Overwatch is not a particularly successful competitive game. From the perspective of game balance, player retention data, event viewing, event popularity and other aspects, Overwatch is much worse than dota, lol and csgo.

Putting aside the event, just for the player's gaming experience, Overwatch also has many flaws.

One of the most core issues is that this is a game that tries to eliminate negative feedback, but players get more negative feedback than most other games.

Players were very excited and excited when they first came into contact with this game. They felt that everything was so perfect, but if they played too much, they would feel a deep sense of powerlessness.

For many fish pond players, a very puzzling question is, what should I do to win if my teammates are not strong enough?

What should I do to become stronger?

In terms of gameplay, Overwatch inherits the gameplay of "League Fortress 2", but it faces problems that "League Fortress 2" has never faced.

If it is just a niche game, both Legion Fortress 2 and Overwatch can live well, but what if you want to replace Moba and promote this new game mode to the world and become one of the mainstream game modes?

Too difficult.

There are many reasons for this, but the core reason is that Overwatch itself is not a particularly mature game mode, and Blizzard's ability is not enough to make it perfect.

As a skilled FPS game, "Overwatch" has both the gameplay of moba and fps games, but it also creates many new problems.

Due to the different hero positioning and skills, the restraint between different heroes is too obvious. For example, Genji was born to be restrained by Winston, and this restraint is basically impossible to be compensated by technology, which is completely contrary to the habits of players in FPS games.

In fps games, as long as your gun technique is good enough, it can solve most problems, but this is not the case in Overwatch.

At the same time, since the main gameplay of Overwatch is FPS, slight numerical changes will cause extremely serious consequences, so the balance of heroes is more difficult than that of moba games, which directly leads to problems such as slow updates of new heroes and rigid high-end game lineups.

At the same time, Blizzard's preferred "Tactics and Patriarch" iron triangle mode also reduces the fun of the game itself.

Overwatch is a game that relies extremely on the team, so some heroes who can provide a lot of profit for the team, such as Reinhardt, Anna, Lucio, etc., are very popular and are very popular no matter how they cut; while those heroes who cannot provide profit for the team, such as Black Lily, Hanzo, etc., will not be accepted by the team even if the player level is high.

Simply put, it is also 6v6, and all heroes have 1 point rating, some heroes have 6 points, while some heroes have 100 points.

At the same time, the competitive mode has accelerated players' exploration and development of this game mode. In order to win, most players will forcibly ask their side to choose the best lineup, which leads to hero discrimination that occurs before the game begins.

You choose to rebuild the empire? No matter whether you fight well or not, I will criticize you first.

("Rebuilding Empire" refers to the easter egg triggered when Hanzo and Black Lily choose at the same time. These two heroes are heroes similar to snipers, with a team gain of almost 0, so many players think that they can't win as long as they are selected.)

That's why the 303 and 402 lineups are popular, which makes this game lose both the fun of moba and the fun of fps games. In addition, the slow version update, the threshold for buying out system has caused few players, and the unreasonable competitive mode, which has made the popularity of this game fade quickly.

For Chen Mo, what he needs to do is to inherit the advantages of Overwatch while avoiding these defects as much as possible so that this game can have longer vitality on the VR end.

The core idea of ​​the change is to completely abandon the competitive route and make Overwatch a game that is more inclined toward the entertainment route.

The specific approach is to not open the ladder system and not hold related events.

This may seem like a very ridiculous move, but this is the result of Chen Mo's careful consideration. During the production of "Warcraft" and "League of Legends", Chen Mo was very clear about the role of the ladder system and ranking system in promoting this competitive game. It can be said that for "League of Legends", high-end events are an important supplement to it, and fools don't do it.

However, for Overwatch, the ladder system and related events do not have such a big boost, but will have a certain negative impact on the game environment.

In Chen Mo's previous life, the Overwatch competition was held in full swing, but there were two unsolvable problems.

The first is the viewing problem. This is the same as all fps games. It is a small problem, but it cannot be solved.

The second is the issue of lineup selection. After constantly exploring, professional players will find that under the current game mechanism, 222 or 303 is the best lineup, some heroes are not good, while some heroes are basically useless.

This trend will quickly expand from the game to the high-end game, and then to the fish pond, affecting all players' evaluation of heroes, and will eventually lead to "there will be a verb that will cause abuse when rebuilding the empire combination."
Chapter completed!
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