Chapter 1277 Three Game Modes
Min Jingchao paused for a moment, and continued: "The background of the game can take place in an abandoned battlefield in the future world. Players play the role of soldiers undergoing special training and need to win the exercise."

"In my conception, the game is divided into two phases."

"The first stage can be called the exploration stage, or it can be called the stage of chaos."

"Before players enter the game, they can choose their own identities: ordinary soldiers, squad leaders, and battlefield commanders. There are two options: primary and secondary."

"In the game, the default is a four-person team, with a captain. Players can queue alone or choose multiple rows."

"The system will adjust according to the actual situation of the players in the current game. For example, if there are not enough players for the main captain selection in the battlefield, then select the players from the alternate captains. If there are still not enough players, then choose the data from ordinary soldiers for comparison. Good player."

"After the team is formed, the captain will designate a place on the map to land, and start collecting resources nearby, looking for better firearms, more bullets, medical supplies, and so on."

"Whether to play at this time depends entirely on the player's personal preference."

"If players want to fight, they should go to strategic locations with rich supplies, such as field hospitals, airports, bunkers, etc., where they will encounter other players very early and the battles will be fierce."

"If players don't want to fight, then go to places where supplies are relatively scarce, such as camps and strongholds in the wild."

"In the early stage, if a member of the team dies, teammates can go to the designated place to revive him; if the dead member exits the game, new players can be re-summoned to enter."

"Of course, in the matching interface, players can freely choose whether to join the match that has already progressed in the middle."

"If the entire team is wiped out, it will be eliminated from the game."

"The battle in the first stage was 100vs100, that is, a total of 200 people, and 50 teams were put into the map."

"In order to prevent players from hiding and procrastinating, I added a setting of 'radiation protection suit power'. Players must find the battery of the radiation protection suit to keep full blood. Once the battery is exhausted, it will continue to deduct due to radiation. blood, until death."

"When there are only 100 people left in the field, that is, half of the team is eliminated, or after a certain period of time in the game, it enters the second stage."

"At this time, the system will combine factors such as the player's record in the first stage, the distribution of players in various strategic locations, and divide the battlefield into two evenly matched parties."

"In the initial state, the two sides must be mixed together. Certain squads may naturally be deep in the enemy camp, occupying a key blockhouse; while some squads may be in the rear of the own camp, very Safety."

"At this time, the commander selected by the system can start commanding the battlefield and issue instructions to all teams."

"In order to facilitate player communication, we have to build a very complete signal marking system. Captains and commanders can give orders directly through the marking system, or they can also call out through voice."

"At this stage, players can be resurrected in camps or hospitals even if they die in battle, but they need to consume materials, such as batteries for radiation protection suits. The materials on the map are limited, and they cannot be resurrected after they are exhausted. The number of strategic locations and the points obtained by killing enemies and collecting materials are used to calculate the victory and defeat and score."

After hesitating for a moment, Sun Xi asked: "Then, will the game time be too long? Most FPS games are in the fast mode of a few minutes, which stimulates the player's emotions quickly and directly. It is divided into two games like this." stage, it must not be completed in a few minutes, right?"

Min Jingchao nodded: "Well, I expected the duration of a whole game to be about 30 minutes. In fact, this time is not bad. It is basically similar to the duration of the bladder game in GOG."

"And unlike games like GOG, "Bullet Hole 2" has a screening mechanism, not every player will play for 30 minutes."

"The first stage is the screening stage. If a player jumps into a densely populated area to fight fiercely, they may kill everyone and allow their team to directly occupy a strategic location, or they may be forced to quit after the entire team is wiped out. .”

"So, for players who like a fast pace, they don't need to last for 30 minutes; for players who like a slow pace and like to search slowly, in the first stage, jump to some places with fewer people, as long as they last If you don’t die in the first stage, you can always be resurrected in the second stage, and you can keep the good weapons and resources in your hands.”

"Besides, if you die in the first stage, you will die. If you exit and restart the round immediately, it will not delay anything; if you survive the first stage, you can be resurrected in the second stage, and the weapons and equipment in your hand are better. Yes, plus the rewards after the battle, the driving force is also very sufficient, and I won’t quit halfway.”

"As the players' marksmanship gets better and better and they understand the game mechanics more and more, they can gradually try to choose locations with more intense competition, so that the player group can achieve a natural flow."

"This mechanism is equivalent to subdividing different types of players, so that players can find their own gameplay in this mode."

Zhou Muyan and others nodded one after another. The method Min Jingchao said seems to be really feasible.

In fact, the reason why MOBA games are popular is that there are different funs in the early, middle and late stages of the game.

In the early stage, single-player laning, establish an initial advantage through their own skills; mid-term roaming support, to help the whole team open the situation; in the later stage, they compete for resources, or look for opportunities to comeback from desperate situations, and win.

Moreover, in this kind of game, because the player's level and equipment are constantly improving, there is a sense of growth similar to that of MMORPG, so in the middle and late stages, unless the situation is completely one-sided, the player only needs to mix up the equipment and have the power to fight If you do, you will not easily give up the sunk costs of the previous 20 minutes, and you will try to find a chance to turn the tables.

The large map mechanism designed by Min Jingchao for "Bullet Scar 2" obviously borrows some ideas from MOBA games. On the one hand, it screens and subdivides the player groups through the game mechanism, so that different types of players can experience different fun; on the other hand It is through the game mechanism to ensure that there is enough fun in the later stage.

Min Jingchao continued: "However, although theoretically speaking, the design of this large map mechanism is considered to take into account the experience of different players, but in actual operation, some unexpected situations may occur."

"For example, due to insufficient data, the matching mechanism failed to balance the strengths of both parties after the initial screening; or because of the imperfect mechanism in the game, the progress of different stages was too fast or too slow, which affected the actual game experience of the players."

"For this problem, there is actually no good way, we can only adjust it slowly."

"But in the process of adjustment, there may be a loss of players."

This point is actually very easy to understand. If a game mechanism wants to work perfectly, it needs a lot of data support.

For example, in MOBA games such as GOG, the reason why its experience is excellent is that the data such as how many minions are farmed per minute, how much experience is gained, how much money is earned, and the attributes of wild monsters, etc., have all been carefully and complicatedly modified and adjusted. The school became what it is now.

Once there is a problem in a certain link, such as a player upgrading too fast, the rhythm of the entire game will be destroyed, resulting in a serious chain reaction, and even completely disrupting the initial conception.

Min Jingchao has been balancing GOG for such a long time, of course she is very aware of this.

And it is impossible to completely avoid these problems from the beginning, only to make continuous adjustments in the game based on player feedback and collected data.

Zhou Muyan said: "This is actually okay, the big deal is that we will run several tests after the game is developed, and then go online after adjustments are made."

"Anyway, other games have to be tested for a long time before they are officially launched."

Min Jingchao nodded and said, "Testing is one way, but I have thought of another way."

"It is to use the existing large map and open a few more new game mechanisms."

"On the basis of the original mechanism, split and simplify, so as to ensure that even if the classic mechanism of the big map encounters some problems in the early stage, which affects the player's experience, they still have other modes to play."

"Boss Pei cut a lot of modes before, and we will definitely not do it. Compared with "Sea Fortress", we only keep the most basic sudden mode."

"I thought about it and planned three models."

"The first is the pure chug mode. Randomly select a small area on the big map. Players can continue to be resurrected. By default, they hold their favorite guns. They shoot as soon as they see them. In the end, the score is counted by the number of heads."

"Anyway, they are all drawn from the big map. The map can be used with a little modification. Dividing the big map into many small maps can not only meet our needs, but also guide players to familiarize themselves with the terrain of the big map."

"Players have played a lot in this mode, and they will naturally know the way when they go to the big map."

"The second is to retain only one stage of the model, but some adjustments to the details are required."

"Because in the first stage, the team fights as a unit, and there is basically no need to balance strength. Anyway, the winner is the one who stands at the end."

"But since there is no second-stage battle, it is obviously meaningless to have so many players left on the big map. It is necessary to speed up the death and exit of players, so I consider adding a mechanism of 'Mechanical Legion Invasion'."

"In layman's terms, after a certain period of time in the game, mechanical legions will continuously refresh from around the map, and their attributes will gradually increase."

"Players have two options. One is to run into the map, so that they will naturally encounter other players and fight. The other is to search for resources, seize favorable terrain and strategic locations, and fight these mechanical legions."

"If you don't want to fight with players, just go stand in a bunker to farm the mechanical army, which is similar to the zombie mode of "Sea Fortress"."

"The former can be regarded as an 'escape' gameplay, while the latter is a 'hold on' gameplay, depending on where the player is at the time and personal game habits."

"The third way to play is the classic way I just introduced."

"Different gameplays can bring different fun to players during the game and complement each other."

"In this way, "Bullet Hole 2" can bring players a rich and distinctive game experience!"

(End of this chapter)

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