Chapter 796 The designer is always right?
Of course, many people hold this view.
They felt that if Blizzard had released a dota game set in 2010 with Blizzard's game characters, there would definitely be no such messy things that happened later.
The key to this is that they didn't understand one thing, that is, in 2010, this kind of dota or touch-ba game was a fool in Blizzard's eyes. They thought this kind of game was boring. In that era, it was impossible for them to develop such a game to seize the market. In short, in essence, this is not the game they think players will like.
In fact, from the gameplay of this game, we can see that the game Blizzard will be produced from beginning to end, and it is completely different from the traditional hero tower pushing games. I don’t need to finish it, I don’t need equipment, I don’t need economic system, I don’t need eyes... I don’t need your tower pushing games that have been perfected after ten years. I just made a set of other things myself.
It has never been a characteristic of Blizzard. Blizzard is that it likes to learn from successful things and thus make it more successful than the original things.
But they are completely unique in "Heroes of the Storm". Maybe this is their "natural pride".
They are unwilling to imitate something they once looked down upon.
The game "Heroes of the Storm" is actually a completely different game with a completely different design idea from the traditional dota game. It pursues a pure shortcoming theory, that is, whether you can win this game and whether you can have fun depends entirely on whether the one in your lineup is even more pitiful than the one in the opponent's lineup.
Because of the lack of personal income settings, a master lacks one-to-many strength when operating a hero. In other similar games, experts can make up for the team's shortcomings through personal income, so as to balance the situation. A game is no longer a pure short-term game, no longer a bucket of water can hold, and the shortest wooden board that plays a decisive role is no longer the shortest board.
This is also why this game has been criticized so much.
Indeed, "Heroes of the Storm" is a game that pays great attention to the team. Moreover, after the game, tactics emerge one after another, and the scenes are very exciting. He also has very high requirements for each player. Every game can even be summarized by the method of military strategy.
For example, the two routes of Julong Town are lost. Then you can restrain the middle way and attack the enemy from coming and going. Every time you watch the video, you feel that it is a pleasure to solve the storm according to the military strategy. There are too many siege points to fight and support, psychological confrontation, want to be able to do it, guerrilla warfare, and fight to the death of the position. For example, Black Heart Bay, you have to pay the coins. Compared to the design that Xiaolong makes money, I don’t know how many times it is to make money. Rolling up a snowball and difficulty in rolling up a snowball are ever-changing choices, and choosing different "breaks" at different times, so those who can plan may not be good at breaking. Naturally, there is such a situation in the storm. When a certain choice is watching the video, it feels very right, but the decision is bad at that time, it is too bad to be alone and out of the group. When it is time to divide the troops, it is not determined, and when it is time to be reckless. When it is time to be reckless...
The variables are so large and the choices are so large that they can coordinate and focus. The rest of the things can be seen.
But the problem is. The prerequisite for understanding the essence of this game is that you have to have four teammates with similar strength as you, which has stumped countless people. In this fast-paced society, who has time to find so many like-minded teammates with similar levels to play games? Now people like games that can get started in five minutes and ten minutes per game. What they like is games that can be enjoyed by one person.
Strong teamwork is not the weakness of a game. Logically speaking, this should be the disadvantage of a game. However, when the teamwork is so strong that it ignores the impact of personal abilities on the battle situation, then this is the biggest disadvantage.
For example, football, basketball, etc., are they not team-oriented?
Of course not. These team sports are always more team than individuals. Just like the words said by Liverpool legendary coach Pasley, the name on the chest is always more important than the name behind him. But will these sports ignore the decisive impact of personal ability on the battle situation because they emphasize teamwork too much?
Humans, no matter which country, have a heroic complex, which is why there are stars.
The design idea of "Heroes of the Storm" is to eliminate the appearance of heroes and anti-human settings. Of course, Blizzard's explanation is that there is no me but us. This is the slogan of Storm at that time. From the slogan, he is infinitely improving the importance of this game on the team, but the problem is that it is really not fun for an individual player.
But Blizzard excluded individual players from this game at the beginning.
Or Blizzard means that you want single players to actively find teammates and experience the fun of this game with teammates, but the problem is that now is not the era of wow, and Storm is not a game that can be played every moment and players must play.
More importantly, it's not actually here.
Even if Blizzard defines the design ideas and target groups of this game as team players and team gameplay, they are far from doing enough in this regard. Since the gameplay and gameplay are completely based on the default. Only when both parties in the game cooperate with a tacit team can they understand the end of this game, why is it not reflected in the game's battle system?
The simplest thing is that the community system that I have been talking about at the beginning of the game has not been added for half a year until the official operation. The shit-like matching system has never been improved. The disconnection of the line, which is worse than shit, has always been regarded as a wind in my ears.
Since a game is constantly clamoring that what we want is the team, and it is us, not me, why not deepen this step?
Instead, it wanders repeatedly between us or me?
If the design idea is clear, then the design team should make a decision, abandon all unrealistic fantasies, and clarify their target audience. Since "I" is not welcome to play games, then we should completely turn to "we". We should not continue to please those who like stand-alone players, but let those who like teams have unparalleled glory. This is the development direction of this game.
Only in this way can this game have a way out.
Because as a player, you ask me to choose a suitable lineup with four players I don’t know at all, and it is very difficult to play beautifully, but if you ask me to play with four friends who are familiar with each other, the more you play, the more you play, the more exciting the game you play. Even if you lose, you won’t be too frustrated. Of course, abuse or being abused can be considered in a wonderful game.
If you win in the solo competition, your teammates will only remember your short few dozen minutes, but if you win with your familiar teammates, your memories will be in the storm's experience. The team reward system shows that Blizzard encourages players to form a team, but why haven't you left the guild system for a long time?
Moreover, there are too many ways to play the guild system, so don’t make heroic things like personal ladders, because from the beginning, the design team of Blizzard or Heroes of Storm despised this way of playing, and if you want to do it, set up the ladder guild.
The top three members of the Ladder Guild have exclusive guild badges. In addition to winning the team league, the guilds can add points to the guild, and there can also be a guild challenge system, and the union rankings with a challenge level no more than 5 levels.
For example, two presidents must be online at the same time, and the challenger will apply for the challenge. If the guild president who responds to the challenge agrees to the challenge, the presidents of both sides will decide the time of the game, 5 players of the competition and 5 reserve players, as well as the number of points of the loot guild in the competition.
When both sides agree, the game information will be released in the battle section, and after the game is finished, it will be released in the battle information section.
This setting can completely make all guilds burn, fighting for the highest glory union for time and space. The guild points will be cleared every season, and the top three guilds of each season will always be burned on the Storm Union Glory List, and there are even bigger big moves. For example, the top three guilds in each year who make the most contributions can be qualified to participate in the carnival.
Of course, this is just an immature idea. Blizzard designers may have better ideas if they want to pay more attention to the team experience.
What this game needs now is to clarify a direction, otherwise you will continue to be so confused. Then you will be unable to die when you wait for the end of this game. Even if it is bad, this game can be regarded as a core electronic figure collection game to cheat a little loyal money, but it can only continue like this. However, Jester firmly believes that Blizzard, which is called "natural pride", will never let this game continue to decline like this.
At the beginning, the original d3 version had such a bad reputation, Blizzard could withstand the pressure and rely on the expansion pack to save everything. This time there is no reason not to believe that Blizzard will improve a game in the subsequent improvements.
But relying on different maps to create new heroes will not change the current situation of this game. Doing so can only cover up the ringtone. This game requires a major innovation in the game mode. Blizzard must clarify which part of its target player is. Whether it continues to play the team player as the core or pays attention to individual players, the mechanism of this game must be greatly changed.
Generally speaking, it is difficult for an individual player to experience the fun in this game in a single row.
In fact, this has a lot to do with the development team, because the dota type of games are based on the economic system built on Wa, the positive and counter-compensation system, the high ground vision, the hero skill suppression, and the equipment suppression system. The development team of "Heroes of the Storm" is the group of people in SSC2. Although the "Starcraft" series and the "Warcraft" series are both the best RTS games in history.
But these two types of games are actually completely different.
"Starcraft" pays more attention to the control of maps, resources, and the grasp of the rhythm of battle. What he pays more attention to is control.
This feature has also been perfectly inherited into "Heroes of the Storm".
But the development team ignored one thing, that is, the one-to-one game of "StarCraft 2", and "Heroes of the Storm" is a five-to-five game. It is natural for a person to achieve harmony and unity, because he is a whole, and it is very difficult for five people to achieve harmony and unity, and their thinking and actions are highly unified.
Of course, Jester can only use this game as a reference for a negative textbook now, and there is no way to refer to the game development case like the textbook-like improvement of Diablo 3 from the original version to the expansion pack, because when he traveled through time, he didn't know what the carnival would be like in the next carnival that was related to the fate of this game.
In fact, there is another way that may bring this game back to life, that is, publish the map editor since Blizzard doesn't know how to do it, so teach this important task to the players.
Believe that the wisdom of players is infinite.
There are countless excellent games in history, which are the official games that are first touched and then come. From "League Fortress" to "Counter-Strike". In fact, even if "Dota" is still like this, players are sometimes not worse than designers.
“Don’t think you’re always right.”
Jester suddenly took out a pen and wrote this sentence on the paper. After thinking about it, he got the biggest conclusion by analyzing many of Blizzard's games, and never thinks that he is smarter than the players, nor do he think that he is always right. Blizzard is always biased by their "natural pride" characteristics.
They always think they are right and the players are wrong.
The most impressive thing about Jester was the issue of the change of the core card of slave war in Hearthstone, "War Song Commander". This change almost completely destroyed a very outstanding and skillful deck.
This even made the most famous Hearthstone player in China, "Little Fish and Big Immortal", extremely angry.
I directly wrote a long article to criticize Blizzard's thinking pattern of "I am right, you are wrong".
This long article has also received support from a large number of players.
At that time, Jester was unintentionally shocked when he learned the news. He really couldn't imagine why Slave War was weakened, such a deck that was perfected by such an outstanding deck that condensed the efforts of so many players. At that time, Jester thought that there were a thousand grass, mud, and horses running by, and he could only curse Blizzard as always as SB. (To be continued.)
Chapter completed!