Chen Mo steps down and takes his seat.

Zhang Xiaokong frowned and whispered, "Chen Mo, have you talked too much? You've told us all the key points of the success of "watch the vanguard", and you're not afraid of being copied? "

Chen Mo smiled and said, "it doesn't matter. I have confidence in watching the vanguard.". Besides, this is an exchange meeting. There are both correct and wrong views. Everyone has made progress in exchange. "

Zhang Xiaokong still thinks it's a bit inappropriate, but after all, Chen Mo wants to talk about his own private affairs, so Zhang Xiaokong doesn't ask again.

Chen Mo is a little helpless. I specially adjusted the effective range to avoid the independent game designers in the back row? Why do you seem to be fooled by me?

Do I have reached the level where I can fool people without props?

……

What Chen Mo said is half true and half false.

It's true that the correct options can be excluded through the elimination method, but it's also possible that after the elimination, it's found that this road can't go at all.

The road described by Chen Mo, that is, the road taken by the watch pioneer, is such a road that is actually impossible.

The so-called "impassability" does not mean that it will fail, but that it is impossible to achieve the extent that MoBa games are popular all over the world.

Although Blizzard has made some mistakes in the production and promotion of "watch the vanguard", what about others? It is also impossible to do a good job of "FPS with skills".

The success of "watch the vanguard" is inseparable from excellent character setting, story background and cultural connotation, which are just the strengths of blizzard.

If other companies want to copy "watch the vanguard"? In the aspect of cultural connotation, it can't reach the standard of "watch the vanguard". So, Chen Mo doesn't worry about being copied at all, because this type of game can't be done well for anyone.

There are a lot of problems in the watch pioneer. Chen Mo is clear in his mind, but these problems cannot be solved from the current design concept.

To become a perfect competitive game, the core problem that needs to be solved is the balance / tactical richness, which are actually the same problem.

The specific performance is: slow update, less content, easy to play with, rigid lineup, poor fishpond experience and so on. In fact, they all come from the same problem.

Under the existing game mechanism of "watch the vanguard", the hero lineup has the best choice, or approximately the best choice.

The so-called balance doesn't mean that both sides can take the same lineup even if it is balanced. Otherwise, what can the MoBa game do? Directly, we all choose the version of the most powerful hero blindly. Why don't we just do it?

In the "cart / occupying point" mode of "guard vanguard", some team heroes become indispensable. In the 6v6, the lineup changes are locked directly, so that the heroes and heroes squeeze each other's playing space.

The reason why they are treated differently is that their output stability and output ability are not at the same level.

So, can we quickly produce multiple heroes and balance them?

Almost impossible. It's OK to be a quick hero, but the more heroes are, the harder it is to balance, which is much harder than MoBa games.

This is mainly because of the play system of the watch pioneer. In MoBa games, there are rich map mechanisms and growth, so it is allowed that the heroes in the early stage / later stage / sub band heroes and other characteristic heroes exist. A hero in the late stage is weak in the early stage and invincible in the later stage. Players also have solutions for him, so it is not a problem.

However, there is no economic system and no map mechanism that can enhance the combat power in the watch pioneer. Without any growth of heroes, it is impossible to make the difference between early heroes and late heroes.

In this case, some feature heroes will not appear, and even if they do, players will not play. So, limited by the game mode, this kind of balance is very difficult to do.

As long as a's output is 1% better than B's, players will choose a instead of B.

In the limited lineup of 6v6, players will carefully select six heroes who can play the most powerful team fighting ability together, such as sledgehammer, maomei, DVA, 76, Anna and DJ. Such lineup will run horizontally in the face of assault heroes.

You Genji, cheanna hunter? Backhand hypnotic needle, bottle, and Mao Mei's shield make it clear.

With such a lineup, what more mobility? What's the use of Genji, Safari, black Lily and semi Tibetan to climb the wall? What's the use of perspective?

Therefore, no matter how many new heroes are produced and how many new hero mechanisms are made, professional players / players can always find six best options with the strongest combat effectiveness, and the problem of rigid lineup is almost impossible to solve.

It's because "watch the vanguard" doesn't have any growth system or economic system.

Of course, it's not necessarily right to be a growth system and an economic system, because it's an FPS game, fighting all the time, and there's no option to steal towers with lines to stabilize the development. Once snowballing is allowed, will the underdog be rolled to death without fighting back, causing the game to lose suspense too early?No one knows before it's done, but it's obvious that solving a problem will lead to a new problem. In Chen Mo's previous life, Blizzard didn't make "watch the vanguard" perfect, and no company can make this game model perfect.

This is a "beautiful looking" dead end.

Therefore, Chen Mo chose a different way to make "watch the vanguard" a partial entertainment game, and try to avoid the excessive development of game content in competitive competition and overdraft its fun in advance.

It's an impossible task to build the watch pioneer into a competitive game that is popular in the world. Obviously, Chen Mo won't say that.

He hoped that the designers of the big company would copy "watch the vanguard" in a rush, and finally fell to pieces.

……

This year's lectures and exchanges will seem a bit boring, because the limelight has been robbed by Chen mo.

Many people are discussing the success of "hero League" and "watch the vanguard", and are wondering whether it will represent a certain direction of development in the future.

Obviously, both of these games can be called phenomenal games, and the momentum of hero League is also strong overseas, not limited to China; although the watch Pioneer has not been officially promoted overseas, but from the characteristics of the game itself, it will definitely be popular overseas.

What about other games? There is a little power of the first World War in "prosperous Tang" and "three realms", but in terms of topic and players' enthusiasm, it is still far away.

A lot of designers are guessing, this award ceremony, don't Chen Mo want to seal God?