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Chapter 675 "Star Wars" that accelerates the collapse

With the increasing popularity of "Battlefield", it can be said that the failure of "Star Wars" is already destined.

At first, Epike's reputation in the plot was crushed, and he still placed his hopes on the multiplayer mode. However, the mixed reputation of the multiplayer mode made them fully understand that "Star Wars" has been completely exposed.

Originally, there were many anchors on major game live broadcast platforms at home and abroad to broadcast the multiplayer mode of "Star Wars". After all, there are too many people broadcasting "Battlefield". Although it is very popular, the competition is fierce.

But as the broadcast was broadcast, many anchors found that not only they were uncomfortable to play, but also the audience was uncomfortable to watch.

The reason is that after Star Wars placed its hopes in multiplayer mode, it immediately updated new modes, such as launching an exclusive mode.

Ranking mode, it can be said that any gamer is familiar with it.

A model that takes advantage of the player's psychology.

That is the so-called ranking list.

For example, the so-called weapons lists, heavenly lists, earth lists, and people lists in martial arts can actually be regarded as rankings.

Put it in the game, it is called the so-called rank or score. Even the PVE mode also has the so-called ranking mode. In simple terms, it is to use the players' competitive spirit to make the game sticky to them.

It can be said that many games use this method.

This is also a setting that is different from one's own opinion.

Similar settings are added to games such as "League of Legends", "dota" and "Warcraft".

It is also officially thanks to the ranking setting, which brings high activity to the game from a certain perspective.

But not all games are suitable for this mode.

For example, "Overwatch" developed by Nebula Games and "Battlefield" that have just been developed. These two types of games are not completely suitable for this type, but for most ordinary players, it can be said that they are not suitable for this type.

The main reason is that the players in the game will transform their attention from entertainment to a strong sense of victory or defeat.

Before the ranking, most players basically won and laughed. Although they were a little depressed when they lost, they just sighed.

But if the ranking settings are added and everything is linked to the score and the rank, it will aggravate the harsh environment in the game before there is no major change.

The ranking mode in "Warcraft" is limited to 1v1 mode, which means that if you win, you are awesome, but if you lose, you are not as skilled as others. There is nothing to say.

League of Legends and Dota have hundreds of heroes and various equipment. There are too many factors that determine the outcome of the game, and are full of various variables, which is the so-called level of understanding of the game.

Plus there are many heroes, and various different styles of play and positions.

It can be said that players can have various expectations, such as some people who play AdC can reach the diamond level, but playing assists reach the top is the fate of gold.

Or maybe some people are not suitable for laning and playing online heroes, that is, silver level, but for understanding the situation, playing a jungler hero who does not need to predict the skills is not very high, can revitalize the entire team.

Simply put, it is to give players a sufficient sense of expectation, just like drawing an ssr card. You always believe that you will make a single shot miracle, and the next shot of the ssr wife will come.

But it is different in "Battlefield" and "Overwatch". There are too few choices. For example, "Overwatch" cannot be equipped, so there are only so many heroes. This destined that there will definitely be some strong heroes in each version, which creates the stiffness of the lineup. Coupled with a certain degree of natural restraint attribute, it will be even more difficult.

The same is true in "Battlefield". However, in ordinary passers-by, if someone dived the dreadnought, everyone would be surprised. Most people would be a little depressed at most, and players with a strong desire to win or lose will be more angry.

But if it is linked to your score in the qualifying competition, the first reaction of most players is to report and block it, and don’t let yourself encounter this evil pen.

This type of game usually has one common feature, that is, there is no way to rely on a person's personal ability to lead the team to victory, or it also requires too high a requirement for the player's personal ability.

For example, in traditional fps, even if your teammates are 4 Muggles, as long as your own shooting skills are strong enough, you can still lead your teammates to victory in 1v5.

But this can be said to be difficult to do in Overwatch and Battlefield.

The game that tests teamwork the most is not suitable for emphasizing the gameplay of victory or defeat, and is more suitable for entertainment gameplay elements.

Through some games in Dream Memory and actual data statistics, Yang Chen also came to a corresponding conclusion.

Aipec's "Star Wars" belongs to this type. On the one hand, the game itself is unbalanced, and the content depth is not as complicated as imagined. In addition, the multiplayer battle situation emphasizes battlefield factors.

This leads to the fact that in Star Wars, the one who basically determines the outcome of a game is to seize armor.

Once the armor is obtained, even the genius player will be very happy to kill.

In Yang Chen's opinion, such a setting should be the care of novices in "Star Wars", but in fact it has become a setting that makes the master snowball.

Coupled with the qualifying setting, the original environment became even worse.

It was quite hot at the beginning, but with about a week, the number of players passing through has even caused problems with the original game's matching mechanism.

There is insufficient watershed between players in each level segment, resulting in too long matching time.

For a confrontational multiplayer game, the number of matches is insufficient, and it can even be said that a game has stepped into the grave with half of its foot.

Because there are only three ways to change, but either one will have serious consequences.

The first is to let it go, so they play for ten minutes and match for five minutes; the second is to force match, resulting in too large difference in player level scores; the third is to be strong and weak, which seems to make both sides fair, but if one loses, the negative feedback will explode directly.

It can be said that any method of change will start to decline unless it can increase the player's fresh blood.

With this situation, some players who were still in "Star Wars" found that the experience was getting worse and worse, the matching time was too long, and the gap between the enemy and us was too big.

All of this has accelerated the collapse of Star Wars.
Chapter completed!
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