Chapter 573: The Game Moves Fast (Second Update)

But at least one thing is very clear to everyone, from the CG point of view, this game is basically a Chinese style game, and the heroes in it are mainly Chinese heroes.

This is a bit surprising to many players, because the current mainstream of domestic mobile game MOBAs is still dominated by Western fantasy heroes.

Speaking of which, this also has something to do with "League of Legends", because in the parallel world, most of the players of MOBA games are mainly from "League of Legends", and the hero design of "League of Legends" itself is very pleasing, so these mobile game MB games unconsciously imitate this style.

Moreover, for the vast majority of designers, there are some risks in changing MOBA games to Chinese style, because it is not known whether players will accept it.

Chen Mo's change is not bold, but it does make many players feel bright.

I've seen too much Western fantasy, and it's good to try Chinese style once in a while!

Since they are Chinese heroes, who are the few people who appear in CG?

Players all entered the game with questions.

……

Zhang Bei was also playing, and after watching the CG, he was both amazed and envious.

Although the mobile game version of "Ancient Havoc" has a lot of money, it is obviously impossible to make such a CG, after all, the investment is too large, and the Imperial Mutual Entertainment Headquarters will not agree.

Although Zhang Bei is the chief designer of the entire project, after all, he is still constrained by a higher level, and it is impossible to be like Chen Mo, who can do what he wants to do in the game, and spend the money how he wants, without any worries at all.

Zhang Wei could only sigh, envy is useless, Chen Mo's operation can't be learned by ordinary people......

Once you enter the game, you will be taken directly to the beginner tutorial.

In fact, if a player has a character in another section that has already gone through the beginner's tutorial, then creating a character in the new section will automatically skip this process.

However, "Honor of Kings" has just come out, so everyone has to force a beginner tutorial to play the game.

It starts with a few simple instructions that tell the player that the story takes place in a fictional continent where players summon heroes to fight.

Obviously, these are basically the same as the beginner's guide to League of Legends, and other mobile game MOBAs basically do the same.

What Zhang Bei cares about is, what kind of operation mode will this game use?

The initial guidance is very simple, nothing more than moving, attacking, casting skills, killing heroes, buying equipment, recovering health, and so on. For Zhang Bei, these are very conventional designs, and there is nothing worth saying.

The hero used by Zhang Bei is Arthur, and Arthur's hero skill is basically Galen in "League of Legends", but it may be stronger than Galen, because there are two better displacement skills.

Zhang Bei was a little disappointed, because he didn't see any good change in the operation mode of Arthur, a hero, and it was just a little bit of a thing.

Could it be that Chen Mo said that he wanted to change the game skill casting mode, but in the end he still made a very mediocre system in the middle of the game? Zhang Bei was a little skeptical.

However, Zhang Bei still found something valuable, that is, the layout of the entire game interface.

At the bottom left is the virtual joystick, and at the bottom right are the attack buttons and skill buttons.

The minimap has been moved to the upper left corner, and when expanded, a signal can be sent on it.

Elements such as the scoreboard, store, and share buttons are well placed in the open space of the interface, and the layout is relatively reasonable.

In addition, there are three smaller buttons on the far right, which are Attack, Retreat, and Assemble, which can be used to send messages to teammates very quickly.

Zhang Bei also felt very surprised, obviously this is a very good design, although the entire interface of the mobile game should be as few buttons as possible, but these three buttons are still too critical.

After all, in MOBA games, you need to cooperate with your teammates at all times, and mobile games often need to quickly make your teammates understand their intentions. These three buttons are small, but they do a lot of work.

After the most basic operating system was explained, man-machine combat and actual combat training were carried out.

However, Zhang Bei highly suspected that the enemy encountered in the actual combat training should also be a computer, because he killed it too coolly......

randomly chose a shooter hero, and the opposite side was all stupidly rushing forward, Zhang Bei's final record was 10-0-3, basically crushing the whole game.

And during the battle, Zhang Bei also discovered some features of this game.

The first is that the game is very fast-paced.

If a battle is very favorable, it may be over in more than ten minutes, and surrender in six minutes at the earliest.

Players have been fighting fiercely since the launch, replenishing troops and consuming each other, and because the number of skills has been reduced to three, players can click on the ultimate move at level 4 and make crazy troubles with all skills.

At the same time, the pace of the game has been further accelerated due to the further reduction in the size of the map, as well as the faster movement speed of the heroes and the more movement skills.

The second is that equipment can be purchased anywhere on the map, without the need to return to the spring.

This seems like a risky change, but after playing around with it, Zhang Bei thinks it's a great setting!

Being able to buy gear anytime, anywhere, and turn your economic advantage into an equipment advantage is simply too important in this fast-paced game.

This also means that snowballing will be easier, because there will be no more entanglements about whether to go home or not, there will be no huge savings on your body, but you will not be able to replenish your equipment in time and be terminated by the enemy, and some of the more powerful physical heroes can even not go home the whole time.

And Zhang Bei can feel that there should have been some changes in the map mechanism, including the refresh time of wild monsters, the speed of small soldiers, and the role of various epic monsters, all of which have some slight differences from "League of Legends".

Even the health of the towers has been weakened, and in League of Legends, the time for a tower to be pushed down is actually very late, but in Honor of Kings, if the tower is not defended, it will even fall when the hero is level 2 or 3.

All of these settings actually point to one result, that is, the pace of the game is greatly accelerated.

"League of Legends" often has a bladder game of more than half an hour, or even forty or fifty minutes, but it will never appear in "Honor of Kings".

In "Honor of Kings", the standard game time is basically 15 minutes, and you can pitch in six minutes, and the game drags on to 30 minutes for basically very few rounds.

In other words, in terms of game time, this game is very suitable for mobile games.

In terms of feelings, the game "League of Legends" feels like writing a propositional essay, often forty or fifty minutes, the whole process is operated, and it is very tiring, but "League of Legends" feels like smoking a cigarette and ending without paying much attention.