Chapter 441: The Road That Doesn't Go Through (1st Update)
Chen Mo stepped down from the stage and sat back in his seat.
Zhang Xiaokong frowned slightly, and said in a low voice: "Chen Mo, are you talking too much?" You have told all the key points of the success of "Overwatch", and you are not afraid of being copied? ”
Chen Mo smiled: "It's okay, I have confidence in Overwatch." Besides, this is an exchange meeting, there are correct views and wrong views, and everyone is making progress in the exchange. ”
Zhang Xiaokong still felt a little inappropriate, but after all, Chen Mo wanted to talk about his own private affairs, so Zhang Xiaokong didn't ask again.
Chen Mo was a little helpless, I deliberately adjusted the effective range of the wisdom reduction aura and avoided those independent game designers in the back row? Why do you seem to have been fooled by me?
Could it be that my current level has reached a level where I can fool people casually without using props?
……
Chen Mo's words were half-true.
It is true that the right option can be ruled out by elimination, but it is also possible that after the elimination is done, it turns out that this path does not work at all.
The road described by Chen Mo, that is, the path taken by "Overwatch", is such a road that actually does not work at all.
The so-called "no way" does not mean that it will fail, but that it is simply impossible to reach the level where MOBA games have taken the world by storm.
While Blizzard made some mistakes in the production and promotion of Overwatch, what about someone else? It's also impossible to get the idea of "FPS with skills" right.
Overwatch's success is inseparable from excellent character setting, story setting, and cultural connotation, which are precisely Blizzard's strengths.
If other companies want to copy Overwatch? In terms of cultural connotation, it is not up to the level of "Overwatch" at all. Therefore, Chen Mo is not worried about being copied at all, because this type of game can't be done well for anyone.
"Overwatch" does have many problems, Chen Mo knows it in his heart, but these problems cannot be solved from the current design concept.
The core issue that Overwatch needs to address for it to be a flawless competitive game is balance/tactical richness, which is really the same issue.
The specific manifestations are: slow updates, less content, easy to play, rigid lineups, poor fish pond experience, and so on. It all stems from the same problem.
With Overwatch's existing game mechanics, the hero lineup is either the most preferred, or nearly the best.
The so-called balance does not mean that both sides can take the same lineup to be considered balanced, otherwise what else can MOBA games choose? Isn't it okay for everyone to blindly select the strongest hero in the version?
In Overwatch's "Cart / Point" mode, certain team-based heroes become indispensable, and in 6v6, lineup changes are directly locked, so that heroes and heroes squeeze each other's playing space.
The reason why 76 and the Rebuilt Empire combination are treated very differently is because their output stability and output ability are not at the same level.
So, can you quickly produce multiple heroes through the number of paving, and do a good job of balance?
Hardly possible. It's okay to get out of heroes quickly, but the more heroes you play, the harder it is to do balance, which is much harder than in MOBA games.
This is mainly because of Overwatch's gameplay system. In MOBA games, there are rich map mechanics and growth, so it allows the existence of heroes with characteristics such as early heroes/late heroes/band heroes, and a late hero is weak and invincible in the early stage, and players also have a way to target him, so it is not a problem.
However, there is no economic system in Overwatch, and there is no map mechanic that can enhance combat power, and heroes do not have any growth, so it is impossible to make a difference between early and late heroes.
In this case, some trait heroes are unlikely to appear, and even if they do, players won't play. So, limited by the game mode, this balance is difficult to make.
As long as A's output is 1% stronger than B's, players will choose A over B.
In the limited lineup of 6v6, players will carefully select 6 heroes who can play the strongest team battle ability when combined, such as Sledgehammer, Mao Mei, DVA, 76, Anna, DJ, such a lineup is to run sideways in the face of assault heroes.
You Genji, hunting fantasy Anna? The backhand hypnotic needle, bottle, and Mao Mei's shield give you a clear and clear look.
With such a lineup, what mobility is needed? What Genji, Hunter, Black Lily, Hanzo, what is the use of being able to climb walls? What is the use of being able to see through?
Therefore, no matter how many new heroes are released and how many new hero mechanics are made, professional players/players can always find the six best options with the strongest combat power, and the problem of roster rigidity is almost unsolvable.
It's because Overwatch didn't do any growth system and economic system.
Of course, it's not necessarily right to do a growth system and an economic system, because this is an FPS game, fighting all the time, and there is no option to steal the tower with a line to develop steadily, once the snowball is allowed, will the inferior side be rolled to death without the power to fight back, resulting in the game losing suspense prematurely?
No one knows until it is made, but it is clear that solving a problem will induce a new problem, in Chen Mo's previous life, Blizzard did not make Overwatch perfect, and no company can make this game mode perfect.
It's a dead end that "looks beautiful".
Therefore, Chen Mo chose a different path, making "Overwatch" a completely entertaining game, avoiding the overdevelopment of game content in competitive competitions as much as possible and overdrawing its fun in advance.
Making Overwatch a competitive game that has swept the world is an impossible task in itself, and obviously Chen Mo will not say this.
He wished that all the designers of the big companies were rushing to copy Overwatch, and finally broke his head.
……
This year's lectures and exchange meetings seemed a little boring, because the limelight was stolen by Chen Mo.
A lot of people are talking about the success of League of Legends and Overwatch, and wondering if this will represent some kind of future direction.
Obviously, both games can be called phenomenal games, and League of Legends is also gaining momentum overseas, not only domestically; Although Overwatch has not yet been officially promoted overseas, judging from the characteristics of the game itself, it will definitely be a big hit overseas.
What about other games? "Tang Dynasty" and "Three Realms" have a little bit of fighting power, but in terms of topicality and the popularity of players, they are still far behind.
Many designers are speculating that at this awards ceremony, is Chen Mo going to be a god?