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Chapter 1094 Features of All-Star Fight

Why is fighting games as fleeting as meteors? If it is a player, the answers given must be diverse.

For example, if you don’t like to fight with others, it’s too difficult to get started, and you can’t even rub your skills, you can’t beat others, you can’t play with them too few people, or you may have other reasons.

But the producers of major game are clear in their minds. The main reason for this situation in fighting games is that the difficulty of getting started is too high.

Let novices be discouraged, imagine you playing a fighting game with a total of 40 characters.

You have to memorize every character's moves. If you don't memorize it, you can't even release your skills. And after memorizing the skills of each character, you may not be able to beat others.

This learning cost will make players feel puzzled from the bottom of their hearts. Should I be here to play games or be played by games?

So is it OK to simplify the threshold for getting started?

OK, but this faces another problem, that is, how to simplify the threshold for getting started. As a fighting game, its core is confrontation.

Why do fighting games still have loyal fans even if they flash like comets?

It's because of the depth.

Why can MOBA games like League of Legends and DOTA become popular for years and even become more and more popular?

It is also because of the depth.

When the player successfully crosses the threshold of this novice and is no longer a novice, he will start to study the depth of it.

For example, the most basic skill connection in "League of Legends", heroes such as Jian Ji, Noshou, and Crocodile use their skills to reset their basic attacks to make combos and deal huge damage instantly. The card position, forward and reverse repair, and card forest shadows in "DOTA" allow them to gain a favorable position.

These are all advanced depths, from operation to installation, to teamwork.

If a MOBA game is shared with everyone, experience, level and economy, then this in-depth content will not be obvious or lost.

When no one can play, they may be very happy, but with time, the player's senses will completely change.

This is why many players have a feeling that a multiplayer game is the most fun time when it first came out. When no one can play it, you will feel that the game is particularly happy to play, but when you can play it, some players will feel bored, boring, and then let it go.

The main reason for this is that after you leave the novice period, the in-depth content you need to learn does not hit your G-spot.

The same is true for fighting games, and even this type of game is more profound than other games.

The lower limit determines how many audiences of this game can have, and the upper limit determines whether the game is a meteor and whether it can effectively give players a ladder to sustainably study investment costs.

………………………………………

During the heated discussions between outside players and the gaming industry, Yang Chen didn't care at all.

What is the combat mechanism of the All-Star Battle?

Yang Chen has a clear understanding of this.

Its lower limit?

Even players who don’t understand fighting games can still play happily in it, because just like its name: a big fight.

The gameplay of up to 8 people, single or team-based games can be said to be entirely focused on entertainment.

In my dream memory, Yang Chen must find one of the biggest shortcomings, that is, the server matching mechanism of this game. It is useless to just make your network in the whole room, because as long as there are other people who are stuck, you will also be affected and become a kibbean.

This also led to many players who were forced to do 1V1 room setting instead of matching multiple players.

If these contents are removed, it can be said that the All-Star Battle game has truly achieved a two-way design of competition and entertainment.

"Be bolder, the knock-off distance between the second and third stages is higher and wider."

"In addition, the player's reaction time should be weakened in the game. The moves should be activated too long, and the maximum should not exceed 12 frames."

In the office of Nebula Games, Yang Chen shook his head as he looked at the data submitted by the numerical value.

The development work is still a little troublesome, although he has already emphasized it in the design plan.

But after all, others are not like him. They have the actual effect of the big fight in their dream memory as a reference, and they rely more on their own professional sensitivity to calculate. This is probably a feeling of not knowing the true face of Mount Lu because of being in this mountain.

Where is the low-threshold experience of the All-Star Battle game?

It is an extremely simple move command. It does not require players to practice it in an ordinary way. It only needs to play one side and know its attack effect, just like a hero in "League of Legends".

You will only ask others what the skills are effective, rather than what other people can use to press this skills.

The second is to weaken the combo element and replace it with the pursuit element, which is also closely related to the mechanism of knocking off the scramble.

Combos can be said to be a very important part of many fighting games, but combos are actually not so friendly to novice players.

A player who knows combos can hit the opponent with one move, while a player who does not know combos can only touch it. This means that a player who knows combos is naturally much more attacking than a player who does not know combos.

In the chaos, the so-called combo is replaced by pursuit. After the player knocks his opponent away, there are two situations.

One is to take advantage of the situation and stop when you are better, and the other is to pursue the victory. However, the difference between the two traditional fighting games in the chaos is that players who are knocked away can avoid the pursuit of opponents through operations and even form counterattacks.

This directly erases the greatest negative impact of traditional fighting games on players. In traditional fighting games, once the player is touched, he has to take a set of combos. During the combo, the player can't do anything and can only watch himself be beaten.

In the big battle, even if you are knocked away, you need to keep a focused operation because you may be able to get back on the situation.

Why do many people in FPS games be able to play happily with a record of 0-20, and they are still happy?

Like fighting games, aren’t they all beaten? Can’t even beat anyone to death?

Because they have a sense of participation, they can shoot, and even if they don't hit someone, they can feel involved in the game.

The second is to eliminate the advantage of fast reaction. In almost all battle games, players with fast reactions have great advantages over players with slow reactions.

This is the case with FPS and MBOA games. If you see people first in FPS games, you can shoot first if you react quickly, and you will take the absolute initiative.

In MOBA games, if someone comes to GANK you in "DOTA" and "League of Legends", you will be able to open BKB as soon as possible or hand over the flash as soon as possible, then you will be spared from the difficulties.

If you can't drive a BKB until you die and don't get a flash until you die, the player's reaction status has reached the end, and the only thing waiting for is basically the only way to retire.

This is why most competitive games have professional players’ golden ages between 18 and 25.

In fighting games, reaction is very important, because when the opponent raises his hand, you can block the opponent's attack and counterattack when the opponent reacts quickly.

But in the All-Star Battle, Yang Chen required no more than 12 frames, which was a time that was far beyond the limit of human response.

In this case, players' reactions are eliminated, and more are predictions, guesses, and psychological games.

But this does not mean that the All-Star Battle has no depth at all. On the contrary, in the Battle, it is presented to players in depth content in another mode.

That is the punishment for repeated actions. In Nintendo's chaos, repeated actions except jumping and moving are punished for repeated actions.

If the player keeps defending, the defense value will become smaller and smaller, and the player will be dizzy when the defense value reaches zero.

If the player keeps dodging, the invincible time of dodging will become smaller and smaller, and the dodging movement will become slower and slower.

If the player uses the same move to attack the enemy, the damage of this move will become smaller and smaller.

These penalties need to be eliminated over time.

This requires players to make choices in this regard and use new elements to fight the enemy. When the player does this step, there will be new elements, that is, the interactive multiplication between elements. Each character has 4 skills, 8 ground moves, and 5 air moves, which means that the player has to piece together these moves.

Moreover, the map of the big fight is different from ordinary fighting games. It is not left and right, but dynamic diffusion, which means that the air will be a main battlefield, which brings uncertain factors to the battle.

The joint exploration of entertainment and competition is the reason why the All-Star Fight is so popular.

Just like a MOBA game.

It can be said that a game can master competitive content. In fact, most games are ordinary casual players and players who have not yet crossed the threshold for competitive competition.

In League of Legends and DOTA, the players who can truly master the core of the game are at least diamonds, as well as players who are more than one lifetime, and this part is just about 7% of the total number of players in the game.

But without this part of the core content, ordinary players will have no direction and goal to move forward, and no motivation to support them in their play.

And being unable to fully grasp does not mean that there is no partial mastery. Many players can continue to play if they have mastered the core of the part and enjoyed it.

In addition, without this in-depth battle content, it cannot support long-term active community and competitive competitions, and there is no way to maintain long-term popularity for battle games.

It can be said that if the All-Star Fight game focuses on competition, then it is not a little different from ordinary fighting games.

Even if this game brings the game culture of each IP to the extreme and the content details to the extreme.

But if there is no in-depth competitive content, the big fight will also become a meteor across the sky like a fighting game, which will become a meteor across the sky, which will become popular and then decline.

Then the players teased that the All-Star Battle is about to be popular!
Chapter completed!
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