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Chapter 1278 "Bullet Scar 2" Classic Mode

Friday, October 26.

In the conference room of Tianhuo Studio, Zhou Muyan, Sun Xi and several other designers have arrived, and Sun Xi is distributing the design draft.

This is the design plan of "Bullet Trace 2" that Min Jingchao just completed this morning.

Zhou Muyan deliberately gave up the center of the conference table, and then looked at the designers: "I was disappointed last time."

"Mr. Pei came to design the game himself, but it would be fine if you didn't put forward any constructive suggestions, and you didn't even get anything!"

"The design plan has been released this time. Min Jingchao will explain it again. How much you can understand depends on your luck."

Several designers showed shameful expressions on their faces and nodded: "Yes, Mr. Zhou, don't worry, we must listen carefully!"

Zhou Muyan was a little desperate, but Min Jingchao let him see hope again.

So, these designers were called back.

Mr. Pei’s speech was too profound before, and there was nothing he could do if he couldn’t understand, but Min Jingchao’s speech should be more popular, right?

Listen to Min Jingchao's design ideas carefully, you will definitely gain something.

As for these designers, they were a little dissatisfied.

They didn't think that Mr. Pei was fond of fame, but they felt that Mr. Pei might be targeting them.

Is it because this game was developed for Tianhuo Studio that Mr. Pei is so vague? He is so confused? Did he deliberately not explain it to us clearly?

Want us to mess up the game?

When Mr. Pei told his designer, this was definitely not the case!

But they heard that Min Jingchao really designed the game, and they felt guilty again.

It seems like a misunderstanding of Mr. Pei!

How could Mr. Pei be the kind of person who deliberately wants to make the game fail?

Sure enough, it’s because we’re so delicious that we must watch it and learn it well this time!

It is impossible to learn that level of Mr. Pei. That is purely talent, but it is still possible to learn Min Jingchao and draw some nourishment from Mr. Pei's thoughts.

Everyone here, including Zhou Muyan, has changed into a humble learning mentality.

Min Jingchao pushed the door and was stunned when he saw this posture: "Huh? So many people."

He knew there would be designers to listen, but he didn't expect that there were so many people and the conference table was almost full.

Zhou Muyan smiled and was very kind: "Brother Min, come here."

When Min Jingchao saw that only the seat in the middle was empty, he subconsciously said, "Mr. Zhou, you should sit in the middle."

Zhou Muyan immediately shook his head: "That won't work. You are the main designer of the project, and you should sit here."

"Besides, we are all humble in learning now, so don't refuse."

Min Jingchao quickly waved his hand: "Mr. Zhou, you are so polite."

After refusing for a moment, there was no effect, Min Jingchao had to sit down in an empty seat and enter the main topic of the meeting.

"You have already seen the initial draft of the design plan of "Bullet Trace 2", and basically slightly refined the points that Mr. Pei asked before."

"I have already told Mr. Zhou and Sun Xi about this before."

"This meeting mainly talks about the core gameplay of this game and the relevant mechanisms of the big map that have not been finalized before."

Everyone nodded and listened carefully.

Before, when Min Jingchao and Zhou Muyan and Sun Xi interpreted Mr. Pei's ideas, they only reached the "big map", but there is no specific design plan for how to make this big map.

Min Jingchao said that this is the result of the gradual escalation of Mr. Pei’s test.

Now it depends on whether he can give a constructive idea.

Min Jingchao sorted out his thoughts a little, and then said: "Since you want to make a big map, there will definitely be many players, ranging from thirty to forty, from seventy to eighty, or even more."

"The specific number of players must depend on the size of the map, and the density of players on the map determines the rhythm of the game."

"If the player's density is too high, the battle rhythm will be very fast, and many players may die suddenly; if the player's density is too low, the battle rhythm will be too slow, the battle is not fierce enough, and the player will feel that he is playing stand-alone."

"And, we must also consider that different players have different demands on the game rhythm."

"Some players prefer to kill more people, requiring higher player density; while some players like to search for good things, first improve their resource configuration, and hope that the player density will be lower."

"So, if you want to make a bigger map, you must solve several key problems."

"For example: how to dynamically adjust the density of players on the map; how to adjust the rhythm of the game at different stages; how to allocate various resources to players in a way, etc."

Everyone nodded, and some people took notes on the notebook.

The questions raised by Min Jingchao are all real problems. The reason why the big map mode is difficult to do is because the game rhythm is difficult to control.

Traditional FPS games are basically in minimap mode, with fierce battles, which can maximize players and keep them in a relatively active and excited state.

But if you make a big map, if the player density is low and you can't see one person for a long time, it will make the player feel bored; if the player density is high, it will also be thumping, so what is the difference between it and a small map?

Obviously, you must come up with a gameplay that must be completed with a large map and can retain the FPS game to the maximum extent.

Min Jingchao continued: "Actually, my initial idea was that since there is a big map, there must be a rich map mechanism on the big map."

"For example, air bases can provide reconnaissance and airdrop supplies, bunkers can provide fire suppression on a small area nearby, field hospitals can speed up the resurrection of wounded people, and so on."

"These unique map mechanisms are the core advantages that distinguish large maps from small maps."

"That is, I was just beginning to consider providing players with two game modes: one is the purely gun shooting mode, and the other is the multiplayer cooperation mode of this large-scale battle."

"But then I realized a very critical issue, which is the issue of balance."

"In fact, the matching mechanism of the game itself is difficult to be so perfect in large-scale battles like this. Especially in the FPS game, there are many luck and variables, which adds to this uncertainty."

"The existence of the map mechanism is to open up the gap between the two sides so that the battle will not be tug-of-war and continue. However, if the strength of both sides itself is unbalanced, then this may lead to the game becoming one-sided crushing."

"This is a problem facing the multiplayer PVP of the old MORPG games such as Fantasy World, and it is also a problem I have been thinking about while being responsible for the balance of GoG games."

The designers nodded, which was obviously not difficult to understand.

Players who are purely shooting on the big map must be boring, and they must join the strategic location.

The strategic location cannot simply add points. It must have practical functions and can bring benefits to players in the game mechanism.

For example, the Battlefield Hospital can definitely push the player's resurrection point forward, or provide players with first aid kits to recover blood.

However, the existence of the map mechanism will make the already unbalanced two sides more unbalanced, and the battlefield is prone to one-sided situations.

Because the FPS game itself has strong randomness, the player's historical data cannot fully explain his strength.

For example, there is a player who has poor shooting skills but has very strong command ability. Although KDA is very poor, he can win. How can players like this match?

It is not appropriate to use the game mechanism to force the weak side. After all, for players with advantages, my advantages are all achieved through hard work. Why should the game mechanism be targeted at me?

Games like gog can use heroes to solve this problem. For example, some heroes are heroes in the late stage, and they can fight five when they are dragged to the back.

But FPS games rely on marksmanship. A player with good marksmanship will not suddenly become worse, and a player with poor marksmanship will not suddenly become better.

If a strong mechanism in the later stage is really designed, the final result will probably be that the rookie will die suddenly as soon as he chooses it. The master will be very strong in front of it, and the back is even more powerful and completely unlimited.

The difference in the special features of fps games and moba games brings this problem.

Once it is not solved well, it will seriously affect the player's gaming experience.

Min Jingchao has been responsible for gog's numerical design and game balance, and is very sensitive to balance, so he immediately realized the problem of this gameplay.

"The way I thought of is to use game mechanics to filter it."

"First let the players fight freely, and then assign them to two different camps based on how the players perform in this game."
Chapter completed!
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