To become the richest man from the beginning of the game
Chapter 1276 "Bullethole 2" Classic Mode
Chapter 1276 "Bullethole 2" Classic Mode
Friday, January 10th.
In the meeting room of Tianhuo Studio, Zhou Muyan, Sun Xi and several other designers have all arrived, and Sun Xi is distributing design drafts.
This is the design proposal for Bullet Scar 2 that Min Jingchao just finished submitting this morning.
Zhou Muyan deliberately gave up the central position of the conference table, and then looked at these designers: "I was very disappointed by what happened last time."
"Boss Pei came to design the game himself, but in the end, you didn't put forward any constructive suggestions, and that's all, and you didn't even gain anything!"
"The design plan has come out this time. Min Jingchao will explain it again. How much you can understand depends on your luck."
Several designers showed ashamed expressions on their faces, and nodded one after another: "Yes, Mr. Zhou, don't worry, we will listen carefully!"
Zhou Muyan was a little desperate at first, but Min Jingchao made him see hope again.
Therefore, these designers were called back again.
Mr. Pei's speech was too profound before, and there was nothing he could do if he didn't understand it, but Min Jingchao's speech should be more popular, right?
Listen carefully to Min Jingchao's talk about the design ideas of this game, and you will definitely gain something.
As for these designers, they were more or less unconvinced.
They didn't think Mr. Pei was in vain, but that Mr. Pei might be targeting them.
Is it because this game was developed for Tianhuo Studio, that's why Mr. Pei is so vague?So cloudy and foggy?Did you deliberately not explain it clearly to us?
Want us to screw up the game?
When Mr. Pei told his designer, it was definitely not like this!
But when they heard that Min Jingchao really designed the game, they were very guilty.
It seems that President Pei has misunderstood!
How could Boss Pei be the kind of person who deliberately wants the game to fail?
Sure enough, it is because we are too good at it, so we must watch and study hard this time!
It is impossible to learn to the level of Mr. Pei, it is pure talent, but it is still possible to learn from Min Jingchao and absorb some nutrition from Mr. Pei's thoughts.
Everyone present, including Zhou Muyan, put on an attitude of humility and learning.
Min Jingchao pushed the door and entered, and was taken aback when she saw this posture: "Huh? There are so many people."
He knew that there would be designers coming to listen, but he didn't expect that there would be so many people, and the conference table was almost full.
Zhou Muyan smiled very kindly: "Brother Min, come here quickly."
Min Jingchao saw that only the middle seat was vacant, and subconsciously said, "President Zhou, you should sit in the middle."
Zhou Muyan immediately shook his head: "That won't work, you are the main designer of the project, you should sit here."
"Besides, we are all learning with an open mind now, so don't refuse."
Min Jingchao quickly waved his hand: "Mr. Zhou, you are too polite."
It didn't work for a while to decline, so Min Jingchao had no choice but to sit down in the vacant seat and get into the main topic of the meeting.
"You have already seen the initial draft of the design plan of "Bullet 2". Basically, it is a little more detailed about the points requested by Mr. Pei before."
"I have already told Mr. Zhou and Sun Xi about this before."
"This meeting is mainly to talk about the core gameplay of the game and the related mechanisms of the big map that have not been finalized before."
Everyone nodded and listened carefully.
When Min Jingchao, Zhou Muyan, and Sun Xi interpreted President Pei's thinking before, they only reached the step of "big map", but there is no specific design plan for how to do this big map.
Min Jingchao said that this is the result of the gradual escalation of Mr. Pei's test.
Now let's see if he can give a constructive idea.
Min Jingchao sorted out his thoughts for a while, and then said: "Since we are going to make a big map, there must be many players, ranging from thirty to forty, as many as seventy or eighty, or even more."
"The specific number of players definitely depends on the size of the map, and the density of players on the map determines the rhythm of the game."
“If the player density is too high, the pace of the battle will be fast, and many players may die suddenly; if the player density is too small, the pace of the battle will be too slow, the battle will not be intense enough, and players will feel that they are fighting stand-alone."
"Moreover, it is also necessary to take into account that different players have different demands on the rhythm of the game."
"Some players prefer to kill more people and need a higher player density; while some players like to search for good things, first improve their resource allocation, and hope that the player density is lower."
"So, if you want to make a big map, you must solve several key problems."
"For example: how to dynamically adjust the density of players on the map; how to adjust the rhythm of the game at different stages; how to allocate various resources to players, etc."
Everyone nodded, and some people took notes in their notebooks.
These few questions raised by Min Jingchao are real questions. The reason why the big map mode is difficult to do is because the game rhythm is difficult to control.
Traditional FPS games are basically small map modes, and the battles are more intense, which can stimulate players to the maximum and keep them in a relatively active and excited state.
But if you make a big map, if the player density is low and you can’t see a person for a long time, it will make the player feel bored; if the player density is high, it’s the same, so what’s the difference with the small map?
Obviously, it is necessary to come up with a gameplay that must be completed with a large map and can preserve the FPS game to the maximum extent.
Min Jingchao continued: "In fact, my initial thought was that since there is a big map, there must be rich map mechanisms on the big map."
"For example, an air base can provide reconnaissance and supply airdrops, a bunker can provide fire suppression for a small area nearby, a field hospital can speed up the recovery of the wounded, and so on."
"These unique map mechanisms are the core advantages that distinguish large maps from small maps."
"That is to say, I just started thinking about providing players with two game modes: one is the sudden and sudden mode of pure gun shooting, and the other is the multiplayer cooperation mode of this large-scale battle."
"But then I realized a very critical issue, which is the issue of balance."
"Like this kind of large-scale multiplayer battle, it is actually difficult to make the matching mechanism of the game itself so perfect. Especially in FPS games, there are many luck and variables, which increase the uncertainty."
"The existence of the map mechanism is to widen the gap between the two sides, so that the battle will not continue to see-saw and continue, but if the strength of the two sides is itself unbalanced, then this may lead to a one-sided crushing of the game."
"This is a problem faced by multiplayer PVP in old MMORPG games such as "Fantasy World", and it is also a problem I have been thinking about when I am responsible for the balance of GOG games."
Designers nodded, which is obviously not difficult to understand.
It must be boring for players to just shoot guns on the big map, so they must join strategic locations.
However, strategic locations cannot simply add points, they must have practical functions, and must be able to bring benefits to players in terms of game mechanics.
For example, the battlefield hospital will definitely allow the player's resurrection point to advance, or provide the player with a first aid kit to restore blood.
However, the existence of the map mechanism will make the two sides that are already unbalanced even more unbalanced, and the battlefield is prone to one-sided situations.
Because the FPS game itself has a strong randomness, the player's historical data cannot fully explain his strength.
For example, there is a player whose marksmanship is poor, but his command ability is very strong. Although his KDA is poor, he can win.How to match a player like this?
It is also inappropriate to use game mechanics to forcibly strengthen the weaker side. After all, for the advantaged players, my advantage is achieved through hard work. Why should the game mechanism be aimed at me?
Games like GOG can use heroes to solve this problem. For example, some heroes are heroes in the late stage, and if you drag them to the back, you can fight five.
But FPS games rely on marksmanship. A player with good marksmanship will not suddenly become worse, and a player with poor marksmanship will not suddenly become better.
If a mechanism that is very strong in the later stage is really designed, then the final result is likely to be that the rookie chooses it and dies immediately, and the master chooses it.
The difference between FPS games and MOBA games brings about this problem.
Once it is not resolved properly, it will seriously affect the player's game experience.
Min Jingchao has been in charge of GOG's numerical design and game balance. She is very sensitive to balance, so she immediately realized the problem of this gameplay.
"The way I came up with was to use game mechanics to filter."
"Let the players fight freely first, and then assign the players to two different camps based on their performance in this game."
(End of this chapter)
Friday, January 10th.
In the meeting room of Tianhuo Studio, Zhou Muyan, Sun Xi and several other designers have all arrived, and Sun Xi is distributing design drafts.
This is the design proposal for Bullet Scar 2 that Min Jingchao just finished submitting this morning.
Zhou Muyan deliberately gave up the central position of the conference table, and then looked at these designers: "I was very disappointed by what happened last time."
"Boss Pei came to design the game himself, but in the end, you didn't put forward any constructive suggestions, and that's all, and you didn't even gain anything!"
"The design plan has come out this time. Min Jingchao will explain it again. How much you can understand depends on your luck."
Several designers showed ashamed expressions on their faces, and nodded one after another: "Yes, Mr. Zhou, don't worry, we will listen carefully!"
Zhou Muyan was a little desperate at first, but Min Jingchao made him see hope again.
Therefore, these designers were called back again.
Mr. Pei's speech was too profound before, and there was nothing he could do if he didn't understand it, but Min Jingchao's speech should be more popular, right?
Listen carefully to Min Jingchao's talk about the design ideas of this game, and you will definitely gain something.
As for these designers, they were more or less unconvinced.
They didn't think Mr. Pei was in vain, but that Mr. Pei might be targeting them.
Is it because this game was developed for Tianhuo Studio, that's why Mr. Pei is so vague?So cloudy and foggy?Did you deliberately not explain it clearly to us?
Want us to screw up the game?
When Mr. Pei told his designer, it was definitely not like this!
But when they heard that Min Jingchao really designed the game, they were very guilty.
It seems that President Pei has misunderstood!
How could Boss Pei be the kind of person who deliberately wants the game to fail?
Sure enough, it is because we are too good at it, so we must watch and study hard this time!
It is impossible to learn to the level of Mr. Pei, it is pure talent, but it is still possible to learn from Min Jingchao and absorb some nutrition from Mr. Pei's thoughts.
Everyone present, including Zhou Muyan, put on an attitude of humility and learning.
Min Jingchao pushed the door and entered, and was taken aback when she saw this posture: "Huh? There are so many people."
He knew that there would be designers coming to listen, but he didn't expect that there would be so many people, and the conference table was almost full.
Zhou Muyan smiled very kindly: "Brother Min, come here quickly."
Min Jingchao saw that only the middle seat was vacant, and subconsciously said, "President Zhou, you should sit in the middle."
Zhou Muyan immediately shook his head: "That won't work, you are the main designer of the project, you should sit here."
"Besides, we are all learning with an open mind now, so don't refuse."
Min Jingchao quickly waved his hand: "Mr. Zhou, you are too polite."
It didn't work for a while to decline, so Min Jingchao had no choice but to sit down in the vacant seat and get into the main topic of the meeting.
"You have already seen the initial draft of the design plan of "Bullet 2". Basically, it is a little more detailed about the points requested by Mr. Pei before."
"I have already told Mr. Zhou and Sun Xi about this before."
"This meeting is mainly to talk about the core gameplay of the game and the related mechanisms of the big map that have not been finalized before."
Everyone nodded and listened carefully.
When Min Jingchao, Zhou Muyan, and Sun Xi interpreted President Pei's thinking before, they only reached the step of "big map", but there is no specific design plan for how to do this big map.
Min Jingchao said that this is the result of the gradual escalation of Mr. Pei's test.
Now let's see if he can give a constructive idea.
Min Jingchao sorted out his thoughts for a while, and then said: "Since we are going to make a big map, there must be many players, ranging from thirty to forty, as many as seventy or eighty, or even more."
"The specific number of players definitely depends on the size of the map, and the density of players on the map determines the rhythm of the game."
“If the player density is too high, the pace of the battle will be fast, and many players may die suddenly; if the player density is too small, the pace of the battle will be too slow, the battle will not be intense enough, and players will feel that they are fighting stand-alone."
"Moreover, it is also necessary to take into account that different players have different demands on the rhythm of the game."
"Some players prefer to kill more people and need a higher player density; while some players like to search for good things, first improve their resource allocation, and hope that the player density is lower."
"So, if you want to make a big map, you must solve several key problems."
"For example: how to dynamically adjust the density of players on the map; how to adjust the rhythm of the game at different stages; how to allocate various resources to players, etc."
Everyone nodded, and some people took notes in their notebooks.
These few questions raised by Min Jingchao are real questions. The reason why the big map mode is difficult to do is because the game rhythm is difficult to control.
Traditional FPS games are basically small map modes, and the battles are more intense, which can stimulate players to the maximum and keep them in a relatively active and excited state.
But if you make a big map, if the player density is low and you can’t see a person for a long time, it will make the player feel bored; if the player density is high, it’s the same, so what’s the difference with the small map?
Obviously, it is necessary to come up with a gameplay that must be completed with a large map and can preserve the FPS game to the maximum extent.
Min Jingchao continued: "In fact, my initial thought was that since there is a big map, there must be rich map mechanisms on the big map."
"For example, an air base can provide reconnaissance and supply airdrops, a bunker can provide fire suppression for a small area nearby, a field hospital can speed up the recovery of the wounded, and so on."
"These unique map mechanisms are the core advantages that distinguish large maps from small maps."
"That is to say, I just started thinking about providing players with two game modes: one is the sudden and sudden mode of pure gun shooting, and the other is the multiplayer cooperation mode of this large-scale battle."
"But then I realized a very critical issue, which is the issue of balance."
"Like this kind of large-scale multiplayer battle, it is actually difficult to make the matching mechanism of the game itself so perfect. Especially in FPS games, there are many luck and variables, which increase the uncertainty."
"The existence of the map mechanism is to widen the gap between the two sides, so that the battle will not continue to see-saw and continue, but if the strength of the two sides is itself unbalanced, then this may lead to a one-sided crushing of the game."
"This is a problem faced by multiplayer PVP in old MMORPG games such as "Fantasy World", and it is also a problem I have been thinking about when I am responsible for the balance of GOG games."
Designers nodded, which is obviously not difficult to understand.
It must be boring for players to just shoot guns on the big map, so they must join strategic locations.
However, strategic locations cannot simply add points, they must have practical functions, and must be able to bring benefits to players in terms of game mechanics.
For example, the battlefield hospital will definitely allow the player's resurrection point to advance, or provide the player with a first aid kit to restore blood.
However, the existence of the map mechanism will make the two sides that are already unbalanced even more unbalanced, and the battlefield is prone to one-sided situations.
Because the FPS game itself has a strong randomness, the player's historical data cannot fully explain his strength.
For example, there is a player whose marksmanship is poor, but his command ability is very strong. Although his KDA is poor, he can win.How to match a player like this?
It is also inappropriate to use game mechanics to forcibly strengthen the weaker side. After all, for the advantaged players, my advantage is achieved through hard work. Why should the game mechanism be aimed at me?
Games like GOG can use heroes to solve this problem. For example, some heroes are heroes in the late stage, and if you drag them to the back, you can fight five.
But FPS games rely on marksmanship. A player with good marksmanship will not suddenly become worse, and a player with poor marksmanship will not suddenly become better.
If a mechanism that is very strong in the later stage is really designed, then the final result is likely to be that the rookie chooses it and dies immediately, and the master chooses it.
The difference between FPS games and MOBA games brings about this problem.
Once it is not resolved properly, it will seriously affect the player's game experience.
Min Jingchao has been in charge of GOG's numerical design and game balance. She is very sensitive to balance, so she immediately realized the problem of this gameplay.
"The way I came up with was to use game mechanics to filter."
"Let the players fight freely first, and then assign the players to two different camps based on their performance in this game."
(End of this chapter)
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