Chapter 1279 Three Game Modes
Min Jingchao paused a little and continued: "The background of the game can happen in an abandoned battlefield in the future world. Players play the role of soldiers undergoing special training and need to win the exercise."
“In my vision, the game is divided into two stages.”
"The first stage can be called the exploration stage or the big battle stage."
"Before entering the game, players can choose their own identities: ordinary soldiers, squad captains, battlefield commanders, and two options are available for main selection and alternatives."
"The default is a four-person team in the game. There is a captain. Players can line up alone or choose multiple rows."
"The system will adjust according to the actual situation of the players in the current game. For example, if there are not enough players in the main team leader in the battlefield, then filter them from the candidate team leader. If it is still not enough, then select players with better data from ordinary soldiers."
"After forming a team, the captain designated the landing at a certain location on the map, and began to collect resources nearby, looking for better firearms, more bullets and medical supplies, etc."
"Whether you want to fight at this time depends entirely on the player's personal preferences."
"If players want to fight, then go to strategic places with abundant supplies, such as battlefield hospitals, airports, bunkers, etc. Such places will encounter other players very early and the battle will be fierce."
"If the player doesn't want to fight, then go to places where supplies are relatively short, such as camps and strongholds in the wild."
"In the early stage, if the team member dies, the teammates can go to the designated location to revive him; if the dead team member exits the game, they can summon new players to enter again."
"Of course, in the matching interface, players can freely choose whether to join the game that has already reached the middle."
"The entire team was destroyed and was eliminated from the game."
"The first phase of the battle was 100 vs 100, which means a total of 200 people, and 50 teams were put into the map."
"In order to prevent players from hiding and delaying time, I added a setting of 'radiation-proof server power'. Players must find the battery of the radiation-proof server to keep their blood full. Once the battery is exhausted, they will continue to evacuate due to radiation and die."
"When the field was eliminated to only 100 people, half of the teams were eliminated, or after the game was played for a certain period of time, the second stage was entered."
"At this time, the system will combine the player's record in the first stage, the distribution of players in each strategic location and other factors to divide the battlefield into two evenly matched parties."
"In the initial state, these two sides must be mixed together. Some squads may naturally occupy a key bunker in the depths of the enemy's camp; while some squads may be in the rear of their own camp, which is very safe."
"At this time, the commander selected by the system can start to command the battlefield and issue instructions to all teams."
"In order to facilitate player communication, we need to build a very complete signal marking system. The captain and commander can directly issue commands through the marking system, or shout through voice."
"At this stage, even if the player dies, he can be resurrected in a camp or hospital, but he needs to consume materials, such as the battery of the radiation-proof suit. The materials on the map are limited, and they cannot be resurrected after consumption. In the end, the number of strategic places occupied by both sides and the scores obtained by killing enemies, collecting materials to calculate the victory and loss and score."
Sun Xi hesitated for a while and asked, "Will the game time be too long? Most FPS games are in a quick mode of a few minutes and a small game, which stimulates players' emotions quickly and directly. They are divided into two stages like this, and it will definitely not be completed in a few minutes, right?"
Min Jingchao nodded: "Well, I expected the game to last about 30 minutes. In fact, this time is pretty good, basically the same as the game time in the bladder game in Gog."
"And unlike games like gog, "Bullet 2" has a screening mechanism, and not every player will play for 30 minutes."
"The first stage is the screening stage. If players jump to the crowded area and fight fiercely, they may kill everyone, allowing their team to directly occupy a strategic location, or they may directly destroy all the teams and be forced to withdraw."
"So, for players who like fast pace, they don't need to hold on for 30 minutes; for players who like slow pace and plunder slowly, they will jump to places with fewer people in the first stage. As long as they survive the first stage and do not die, they will be resurrected in the second stage, and the good weapons and resources in their hands can be retained."
"Also, if you die in the first stage, you will die. If you exit, you will start a game immediately without delaying anything. If you persist in the first stage, you can be resurrected in the second stage, and the weapons and equipment in your hands will be better. In addition, the rewards after the battle are over, the driving force is also sufficient and you will not quit midway."
"As players' shooting skills get better and better, and they understand the game mechanism more and more, they can gradually try to choose places with more intense competition to allow the player group to achieve a natural flow."
"This mechanism is equivalent to a segmentation of different types of players, allowing players to find a suitable gameplay in this mode."
Zhou Muyan and others nodded one after another, and the method Min Jingchao said seemed to work.
In fact, the reason why moba games are popular is that they have different fun in the early, middle and late stages of the game.
In the early stage, single player laning, establish initial advantages through your own technology; in the middle stage, roaming and supporting, helping the whole team open up the situation; in the later stage, they may compete for resources, or find opportunities to turn the tables in desperate situations and win.
Moreover, in this kind of game, since the player's level and equipment are constantly improving and have a sense of growth similar to mmorpg, in the middle and late stages, unless the situation is completely one-sided, as long as the player gets mixed up and has the power of a battle, he will not easily give up the cost of sinking for more than 20 minutes in the first two decades, and will find ways to find a chance to turn the tables.
The large map mechanism designed by Min Jingchao for "Bullet Trace 2" obviously also draws on some ideas in the moba game. On the one hand, it is to filter the game mechanism and subdivide the player group, allowing different types of players to experience different fun; on the other hand, it is to ensure that there is enough fun in the later stage through the game mechanism.
Min Jingchao continued: "However, although the design of this large map mechanism theoretically takes into account the experiences of different players, there may be some unexpected situations when actually operating."
"For example, the matching mechanism is not able to balance the strength of both parties after preliminary screening because of insufficient data; or the incomplete mechanism in the game, the progress of different stages is too fast or too slow, which affects the actual game experience of the players."
"There is actually no good way to do this problem, so I can only adjust it slowly."
"But during the adjustment process, it may cause players to lose."
This is actually easy to understand. If a game mechanism wants to operate perfectly, it requires a lot of data to support it.
For example, the reason why the experience of moba games like gog is that they have excellent is that they can brush the soldiers every minute, how much experience they get, how much money they get, how much attributes of wild monsters, etc. have all been carefully and complexly modified and adjusted, and they have become what they are now.
Once a problem occurs in a certain link, such as the player upgrades too quickly, the rhythm of the entire game will be destroyed, resulting in a serious chain reaction and even completely disrupting the original concept.
Min Jingchao has made a balance for Gog for so long, so of course she is very clear about this.
And it is unlikely that these problems will be completely avoided from the beginning. They can only make continuous adjustments in the game based on player feedback and collected data.
Zhou Muyan said: "This is actually okay. At worst, we can start a few tests after the game is developed, and then go online after adjustments are made."
"Anyway, other games will have to be tested for a long time before they are officially launched."
Min Jingchao nodded and said, "Testing is a way, but I also thought of another way."
"It is to use the existing large map and open a few more new game mechanisms."
"On the basis of the original mechanism, split and simplify it, so that even if the classic mechanism of the big map encounters some problems in the early stage and affects the player's experience, they have other modes to play."
"President Pei cut a lot of modes before, so we will definitely not do it. Compared with "Fortress on the Sea", only the most basic mode is retained."
"I thought about it and planned three modes."
"The first type is the pure tumbling mode. Select a small area on the big map. Players can continue to resurrect, default to holding their favorite gun, hitting people when they see them, and finally counting points with heads."
"Anyway, we are all taking materials from the big map. The map can be used with a slight change. Dividing the big map into many small maps can not only meet our needs, but also guide players to become familiar with the terrain of the big map."
"Players play a lot in this mode, and then they will naturally know the way in the big map."
"The second type is to retain only one phase of the model, but it only requires some adjustments to the details."
"Because in the first stage, small teams are fighting as units, there is basically no need to balance strength, anyway, the winner is the one who stands at the end."
"But since there is no second stage of battle, it is obviously meaningless to have so many players left on the big map. It is necessary to speed up the players to die and exit, so I consider adding a 'Mechanical Legion Invasion' mechanism."
"In layman's terms, after the game has been in progress for a certain period of time, the mechanical legion will be continuously refreshed from around the map, and its attributes will gradually improve."
"Players have two choices. One is to run into the map, so that they will naturally encounter other players and break out in battle; the other is to loot resources, seize favorable terrain and strategic areas, and fight with these mechanical legions."
"If you don't want to fight with players, just stand a bunker and fight the mechanical legion, which is similar to the zombie mode in "Fortress on the Sea".
"The former is considered an 'escape' gameplay, while the latter is a 'persistence' gameplay, which depends on the player's location at that time and his personal gaming habits."
"The third way of playing is the classic way of playing I just introduced."
"Different ways of playing can bring different fun to players during the game and complement each other."
"In this way, "Bullet Trace 2" can bring players a rich and unique gaming experience!"
Chapter completed!