Chapter 279: Two Choices (One Change)

Although many players are enjoying it now, Chen Mo knows very well that the overall gameplay of COG is still full of loopholes, and it is still far from becoming a truly qualified MOBA game.

In the eyes of the average player, this map is very interesting and unlike any game on the market.

Various heroes have different positions and can work closely together.

Only one hero needs to be manipulated, which is more friendly to novice players.

The pace is relatively fast, with a maximum of 40 minutes per game.

It combines teamwork with individual heroism.

Of course, it's hard for players to perceive the huge potential behind this game, they just have a vague feeling that this game is fun.

However, this is not the case for Chen Mo.

After seeing the two MOBA games of DOTA and LOL in the previous life, which can be called a collection of different characteristics, the current COG is like a sieve in Chen Mo's eyes, full of holes and loopholes.

There is no clear positioning in the design of the hero, and the balance is extremely poor.

The layout of the map is not reasonable, and the wild area is a narrow and long strip, which makes it easy to be gank on the line.

There is a serious lack of positive incentives for players, and there are not even special rewards and sound effects for kills and multiple kills.

The cost of learning is high.

The equipment system is loose and fragmented.

The operation still has a strong shadow of RTS games, and the opponent is extremely unfriendly to players.

The snowball situation is too significant, and there are very few turnarounds.

Today's players are having a great time, just because COG has just appeared, and everyone is very happy, and the frustration is not so strong when they lose.

In this environment where rookies peck at each other, the fun of COG is infinitely magnified, so it looks beautiful.

But what if players improve their skills, understand the game more and more, and develop more and more routines?

Players will need a yardstick to measure their level, and this is where the ladder comes in. What happens when everyone is playing in order to win, and a large number of players who have a deep understanding of the game and operate well on the ladder on the day gathered?

Then the defects of COG will be infinitely magnified.

Someone will definitely spray at that time, the win rate of the Dark Ranger is too high, she is too strong, let's weaken the blood mage!

Or people will say that your monster stats are too unreasonable, your jungle is too small, this game is too tiring to play, and there are too few turnovers......

Every imperfect little setting will become a gap in the dam, and eventually the game will collapse completely.

The reason why Chen Mo didn't take out the MOBA game at the beginning was precisely for this reason.

Numerical balance is too critical, and it can even be said that it determines the life of MOBA games, if Chen Mo rashly launches an imperfect MOBA game, it is equivalent to sending this advanced concept to the mouths of other designers, and the final result is that other big companies make a better MOBA game, and Chen Mo loses all his money.

This is something that Chen Mo absolutely can't bear.

However, at this stage, Chen Mo finally has the strength to bring MOBA games to this world.

In fact, Chen Mo had already set a development plan, but many things came together, making the development plan of this game more urgent.

After the alliance of Imperial Dynasty Mutual Entertainment and Fantasy Game Platform, almost half of the domestic channel providers have joined forces to encircle and suppress Chen Mo's Imperial Dynasty Game Platform.

In foreign countries, there are also games with MOBA elements COG, and they have reached a cooperative relationship with GA, and I believe that they will soon launch a more complete version of MOBA games.

Now for Chen Mo, he must come up with an absolutely dominant-level game to sweep the entire domestic game market, in order to completely destroy the big channel built by the alliance between the Imperial Dynasty and the Divine Fantasy, and to firmly grasp the cash cow of MOBA games in his own hands.

In Chen Mo's previous life, DOTA and LOL, as two MOBA games that reached the pinnacle, have basically explored this game genre to the extreme, but these two games eventually embarked on completely different paths.

Dota takes balance to the extreme, almost every hero has a place for him, and the tactics are ever-changing, and the competitiveness is top-notch.

However, due to the high difficulty of getting started, painting style, historical reasons and other issues, although DOTA appeared first, it failed to complete the large-scale expansion and harvesting of the MOBA market.

LOL has taken a different path.

By changing the style of painting, simplifying the operation, and fixing the routine, LOL has reduced the difficulty of MOBA games to the greatest extent, making it popular to many people who originally did not play DOTA, and under the stacking of various objective factors, it has completed the harvest of the MOBA market and become the most popular game in the world.

However, this also brings some other problems, such as routine solidification, poor balance, low (relatively speaking) upper limit of operation, and so on.

Every time LOL updates the version, there will be some unpopular heroes and popular heroes, although there are some heroes that can be developed, but there are still a large number of heroes who can only sit on the cold bench and completely miss the high-end games and professional games.

So, can you take the best of both worlds and create a perfect MOBA game?

Basically impossible.

Obviously, both games can see each other's strengths and weaknesses, and both are experimenting with changes in their respective directions, but they have taken two completely different paths.

If you want to simplify the operation and expand the user base, you will inevitably lower the upper limit of the game operation, and even destroy some balance.

Both of these games are MOBA games that have developed to the extreme, DOTA is like Go, with more variations, but it is difficult to get started and relatively niche; LOL is like chess, the rules are clear, the number of players is large, but the routines are relatively solid.

For Chen Mo, DOTA is very good, but he must now maximize his player base, compete for user resources with the domestic channel providers who have been united, and completely stabilize his player base with a shocking game.

At the same time, he also wants to use this game to maximize the monopoly of the MOBA game market, so that any game that tries to imitate and try to catch up will be wiped out.

All things considered, it is more in line with Chen Mo's current needs to do LOL.

Of course, there is another important reason that Chen Mo would not play DOTA in his previous life.

Even if he used the memory playback potion and barely recalled some hero skills, it was difficult for Chen Mo to reproduce DOTA perfectly.

As for "League of Legends", Chen Mo will definitely not move it out unchanged, after all, his current numerical ability is already very strong.

Moreover, in Chen Mo's previous life, "League of Legends" has been constantly revised and innovated in the course of several years, and many concepts are constantly evolving, and Chen Mo will not stick to those design concepts that have become obviously outdated.

When Imperial Dynasty Mutual Entertainment and the Fantasy Game Platform began to cooperate and wanted to prove their strong promotion ability with popular games, Chen Mo also happened to plan to come up with the most popular game to teach them how to behave.