Video Game Designer

Chapter 168: PlayerUnknown's Battlegrounds

"About PlayerUnknown's Battlegrounds, he has one of the most core elements." Continue to pull down the PPT file for presentation, half lean on the chair and look at the crowd, and move the mouse in his hand.

"That's randomness, or better yet, luck!" Chuhe said looking at the crowd.

Like the traditional type of FPS like Counter-Strike, it can be said that the foundation of everything is based on strength.

A strong team will never lose to a weak team. There is no such thing as luck in this game.

Strong is strong, weak is weak.

That's a good thing, but it's also a bad thing.

The good thing is that the game is extremely fair, and the e-sports events are also very complete, because in this game, everything is based on strength.

With enough strength, you can build an undefeated dynasty.

But there is also a bad side, that is, immobilization and unfriendliness to newcomers.

In the top-level counter-strike competition, you can see many tactics, including high-end rounds of similar smoke sealing, fake fights, feints, and information collection. Just like the name of the game, counter-strike, this is a small anti-terrorism operation.

But this is a game confrontation between high-end levels, or a relatively high-end confrontation. For novices and middle- and lower-level players, this game is actually a game of fighting and fighting. You can win the game.

As for tactics?

It's nothing more than gathering to fight A, and rushing to B together. The most you can do is to say that I will block the smoke here.

These are the disadvantages of Counter-Strike, and there is still no way to improve these disadvantages.

But in the PlayerUnknown's Battlegrounds envisioned by Chuhe, this is not the case.

"Random, this is the most important element to attract players, and it can be said to be the core element of the entire game." Chu He looked at the people in the conference room and said seriously.

"The route of the plane at the beginning is random, the safety zone that will be born later is random, including the supplies in the house, the location of the bombing area that appears on the map every once in a while is random, and even the weather is random." Chuhe watched everyone slowly pull down the PPT display.

Randomness, this is a core that PlayerUnknown's Battlegrounds needs to implement.

For example, the randomness of the safety zone makes the balance of victory and defeat may tilt at any time.

For example, the randomness of materials may mean that you kill the enemy, or are killed by the enemy, and the equipment is uncertain.

For example, the randomness of the bombing area may determine a tug-of-war, or the uncertainty of the chase.

These randomnesses are all settings that may completely break the balance, but they bring entertainment to wit.

Moreover, the emergence of these randomnesses has raised a possibility, because PlayerUnknown's Battlegrounds is a multiplayer game, which means that the player's biggest enemy and biggest teammate are all players who are exactly like themselves. The possibility brought by the above multiple randomness means that the enemies that the player faces in each round are also random.

Compared with the traditional FPS that only changes the opponent's marksmanship, PlayerUnknown's Battlegrounds can definitely bring players a different experience and fun.

Regardless of the so-called most suitable balance, consider the most interesting entertainment, this is Chuhe's design concept for PlayerUnknown's Battlegrounds.

What does it take to keep a game going viral?

There is no doubt that we can start from two points. The first is a fair game environment, and then create a series of events, just like sports such as football and basketball.

There is no doubt that Counter-Strike is taking this path. At least until now, there is no FPS game that can dare to say that they will surpass Counter-Strike in terms of pure competitiveness.

The second way is to let players feel a sense of freshness and a sense of the unknown, not only for FPS games, but also for other types of games, this way is applicable.

Tianhe Network is also taking this path. For example, famine, rivers and lakes, whether it is MOD or the content of the game itself, can bring players a sense of unknown, because you will never know, when you reopen a new archive Finally, what game content will you face.

For example, Call of Duty and Battlefield, although they are world-renowned FPS series IPs, they do not have any games that can maintain a high or stable popularity, usually in the first one to three months of release. Then the online players plummeted after they finished their fun.

Because they have no way to be specific and fair in competition, they are not comparable to Counter-Strike, and they cannot bring players a continuous sense of freshness and unknownness, so after players get tired of playing, they will of course forget it.

Grasping the balance between 'luck' and 'strength' will definitely make the game of PlayerUnknown's Battlegrounds a success.

"If you use a sport to describe PlayerUnknown's Battlegrounds, I think Texas Hold'em is very suitable. Under fair rules, random factors can affect the entire game. Players with first-class marksmanship awareness are like top players in Texas Hold'em. Less wins more; Players with poor marksmanship and no awareness are like rookies who are new to Texas Hold’em, losing more and winning less; but when the rookie’s luck reaches the extreme, the master will be defeated by the rookie. This is the randomness of PlayerUnknown’s Battlegrounds. It's also its fun." Chuhe looked at the crowd and said.

Everyone hopes to have good luck, because luck is also a part of strength, but this does not mean it is unfair.

Whether you are a master or a rookie, you will have good luck or bad luck.

What is the most important thing about a game? Especially multiplayer games what is the most important thing?

Master?

No, it's a rookie!

All the fresh blood rookies who enter the game are the real life of a game.

In the game, when rookies are unlucky and killed, they can find an excuse that their death is purely bad luck, although for rookies, they have a lot of bad luck.

PlayerUnknown's Battlegrounds in Chuhe's design concept is a game that can make rookies very happy to play, or let rookies be killed very happily. Poor, it's not that the Destiny circle is blocked by people again, otherwise I will definitely get the first place. '

Everyone in the conference room nodded thoughtfully after listening to Chuhe's words.

What is the scariest thing for a game maker?

Having trouble making it? Can't show your brains?

neither!

The scariest thing for a game producer is that he doesn't know where his game is really good, and he doesn't know what kind of player group his game is targeting.

The wrong direction is the most terrifying thing.

Not all games can be successful in the wrong direction.

That's just an example!

"I have to say, this is really a cool setting, and I can't wait to experience it." Tiger said very excitedly.

If the concept of the so-called "PUBG Mobile Battle Royale" game is just a prototype, but with Chuhe explaining the core of the whole game, it has slowly emerged as a whole in Tiger's mind.

Maybe PUBG isn't really a competitive game, maybe it's not fair.

But under the description of Chuhe's design concept, it really makes people feel very interesting!

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