Chapter 416: "Overwatch" with Advantages and Problems (2nd Update)
After finalizing the next game, Chen Mo began to write the design concept draft of "Overwatch".
As a competitive game, Overwatch itself is not very content, and in terms of the number of heroes, skill mechanics, map elements, etc., it is much worse than those real big productions.
In Chen Mo's planning, the content of the first version of "Overwatch" is roughly as follows.
In terms of heroes, the initial 22 heroes will be opened, and new heroes will be added in the future.
In terms of maps, 12 maps will be opened, and maps in Eichenwald and beyond will not be available for the time being.
This is mainly to ensure the most basic game experience for players, if the game content is cut down too little, the gameplay will also be greatly affected.
In addition, some of the more critical systems need to be done, such as training mode, hero skins, case opening, eye-catching performance, social interaction, career profile, option settings, and so on.
The rest are changes to the game, and the biggest ones are mainly in the game mode.
In this regard, Chen Mo has also thought about it a lot.
Strictly speaking, Overwatch isn't a particularly successful competitive game. In terms of game balance, player retention data, event viewing, event popularity, and many other aspects, Overwatch is much worse than DOTA, LOL, and CSGO.
Aside from the event aspect, just the player's gaming experience, Overwatch also has a lot of flaws.
One of the core problems is that this is a game that tries to eliminate negative feedback, but players get more negative feedback than most other games.
Players are very excited and excited when they first get into this game, and they feel that everything is so perfect, but when they play it too much, they feel a deep sense of powerlessness.
A very puzzling question for many fishpond players is, what exactly should I do to get the win when my teammates don't give me the best of them?
What exactly should I do to become stronger?
Gameplay-wise, Overwatch inherits the gameplay of Team Fortress 2, but it faces problems that Team Fortress 2 does not face.
If it's just a niche game, both Team Fortress 2 and Overwatch can survive well, but what if you want to replace MOBA games and promote this new game mode to the world and become one of the mainstream game modes?
It's too hard.
There are a number of reasons for this, but the core one is that Overwatch itself isn't a particularly mature game mode, and Blizzard isn't capable enough to make it perfect.
"Overwatch" is an FPS game with skills, and it has both MOBA and FPS gameplay, but at the same time, it has also given birth to a lot of new problems.
For example, Genji was born restrained by Winston, which is basically impossible to make up for by technology, which is completely contrary to the habits of FPS players.
In FPS games, as long as you have good marksmanship, you can solve most problems, but this is not the case in Overwatch.
At the same time, since the main gameplay of Overwatch is FPS, a slight change in values will have extremely serious consequences, so the balance of heroes is more difficult than in MOBA games, which directly leads to problems such as slow update of new heroes and rigid lineups in high-end games.
At the same time, Blizzard's preferred "Tactics of War" iron triangle mode also cuts down on the fun of the game itself.
Overwatch is an extremely team-dependent game, so some heroes that can provide a lot of benefits to the team, such as Reinhardt, Anna, Lucio and other heroes are very popular, and they are very popular to hack; And those heroes who can't provide benefits for the team, such as Black Lily, Hanzo, etc., will not be accepted by the team even if the player level is high.
To put it simply, it is also 6V6, and the rating of all heroes is 1 point, some heroes add up to 6 points, and some heroes add up to 100 points.
At the same time, the competitive mode has accelerated the exploration and development of this game mode, and most players will force their team to choose the best lineup in order to win, resulting in hero discrimination from before the game starts.
You choose to rebuild your empire? Then it doesn't matter if you play well or not, I'll spray you first.
("Rebuild the Empire" refers to the easter eggs that are triggered when Hanzo and Kurobai are selected during the contract, both of which are sniper-like heroes with a team buff of almost 0, so many players think that they can't win if they are chosen.) )
That's why there is the prevalence of the 303,402 lineup, which makes this game lose both the fun of MOBA games and the fun of FPS games, coupled with the slow update of the version, the small number of players caused by the buyout threshold, and the unreasonable competitive mode, etc., so that the popularity of this game quickly faded.
For Chen Mo, what he wants to do is to avoid these defects as much as possible while inheriting the advantages of "Overwatch", so that this game can have a longer vitality on the VR side.
The core idea of the change is to completely abandon the competitive route and make Overwatch a more entertainment-oriented game.
Specifically, the ladder system will not be opened, and related events will not be held.
This may seem like a very ridiculous move, but this is the result of Chen Mo's careful consideration. In the process of making "Warcraft" and "League of Legends", Chen Mo is very aware of the role of the ladder system and ranking system in promoting this competitive game, and it can be said that for "League of Legends", high-end events are an important part of it, and fools don't do it.
But for Overwatch, the ladder system and related events don't have that much of a boost, but rather have a negative impact on the game environment.
In Chen Mo's previous life, the competition of "Overwatch" was also in full swing, but there were two problems that could not be solved.
The first is the issue of ornamentation, which, like all FPS games, is a minor issue, but it can't be solved.
The second is the issue of squad selection. Professional players will find that under the current game mechanics, 222 or 303 is the best lineup, some heroes just don't work, and some heroes are basically useless.
This trend will quickly spread from the game to the high-end rounds, and then to the fishpond, affecting the evaluation of heroes by all players, and eventually leading to a situation where "rebuilding the empire combo will lead to abuse".
Limited by the characteristics of the game itself,These two points are unsolvable problems.,Since it can't be solved.,Then don't do it at all.,If you force it, it will only overdraw the life of the game.,It's counterproductive.。