<h4>Chapter 389: Chapter 388-pay-to-win strategy mobile game “leading thend”</h4>
Many designers were eager to make a different Three Kingdoms game and win the first prize.
However, the designers who knew the game well knew that it would not be easy to make this game.
The gamemittee’s campaign would usually be for games that were on the losing end of the market, like the China themed games from before.
There were quite a few Three Kingdoms games in the country. Or rather, a lot. However, the quality was very worrying.
As an IP, Three Kingdoms waspletely free, which meant that any designer could make games of Three Kingdoms without any barriers.
Although there were arge number of fans of the Three Kingdoms in China, the IP of the Three Kingdoms was the same as the game to the West. It had been seriously overdrawn. Therge number of crudely made games of the Three Kingdoms had made most yers feel nauseated when they saw the two words “Three Kingdoms” in the game name.
Moreover, the current Three Kingdoms game in the country did not have any special way to reflect the culture of the Three Kingdoms.
Speaking of Three Kingdoms, there was one game that had to be mentioned. It was an MMORPG that had always been very popr, Heavenly Sword of Three Kingdoms. This game, along with Moon Goddess ‘prophecy and Legend of the Sword, was one of the top three mmorpgs in the country. It was well-known and had its own unique characteristics.
Heavenly Sword of the Three Kingdoms focused on country war Mode. The yers were scattered in the Three Kingdoms of Wei, Shu, and Wu, and carried out frequent country Wars and city sieges. At the same time, they could experience some quest plots rted to the Three Kingdoms.
Currently, all the Three Kingdoms games that made online games basically followed the path of Heavenly Sword of the Three Kingdoms, which was a war-type RPG game.
Moreover, the gamemittee’s requirements this time were ‘market demand’ and ‘online games’, which meant that it was very likely that the single yer game would not win.
Inparison, single-yer games were easier to make. Whether it was the plot, strategy, or gamey, it was much easier to make a single-yer game because there was no interaction between yers. The designer would have a lot more freedom and would not have to worry about uncontroble situations.
In Chen Mo’s previous life, the ssic games of the Three Kingdoms, such as ‘Records of the Three Kingdoms’,’legend of Cao Cao’,’Legends of the Three Kingdoms’, and so on, were all single yer games. Obviously, these games had more variety in plot performance and strategy, but the problem was that they couldn’t be changed into online games.
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For example, if each yer yed the role of a Lord, there would be at most a dozen yers ying the game together. If they started with different Lords, there would be no guarantee of bnce.
Hence, creating a Three Kingdoms themed online game was a headache for all video game designers.
Moreover, because Three Kingdoms was an IP with no threshold, it meant that its potential was almost exhausted. Many designers had racked their brains to make a different Three Kingdoms game, but most of them had failed.
If so many designers didn’te up with anything, it meant that this theme was really hard toe up with.
Under such circumstances, to create a unique Three Kingdoms game? It was extremely difficult.
However, to many video game designers, Chen Mo was busy with the S1 World Championship and might not be participating. This should be the best news.
……
Chen Mo was typing on hisptop in the lounge.
On theputer screen was the design concept for “leading thend”.
Compared to the famous games of the Three Kingdoms in Chen Mo’s previous life, such as Records of the Three Kingdoms, unparalleled Three Kingdoms, and legend of the Three Kingdoms, leading thend wasn’t as well known. However, Chen Mo wanted to make this game because it had something that other games didn’t have.
It was a fully free sandbox strategy mobile game that could support tens of thousands of yers in a war against a country. As a strategy type of SLG game, it had a 40% tomorrow retention rate and an ARPU of up to 150. Moreover, it had a terrifying long-term retention rate, which was considered outstanding in SLG games.
In Chen Mo’s previous life, after the rise of mobile games, there were many mobile games with the Three Kingdoms theme. Setting aside the single-yer games, in terms of online games, thend of the guide was one of the best games.
Chen Mo didn’t n on making a big game in the imperial capital. Making a pay-to-win game with an SLG theme should be enough to win a prize in the event.
Moreover, it had been a long time since Chen Mo made a pay-to-win game, so he had to let the yers feel his love for them again.
From a technical point of view, it wasn’t difficult for Chen Mo to make thend of the guide, and it didn’t require much resources.
In terms of art resources, there were nothing more than UI, military arts, Ground arts, etc. Chen Mo just had to send his requirements to the imperial capital and wait for the art team to send back the resources.
Thend guide map was a very realistic map of the Three Kingdoms period. It was put together piece by piece, but thend was reused, so the resources were very limited. There werend (wood, stone, iron ore, food, and other resources), rivers, mountains, cities, docks, checkpoints, fortresses, military camps, and so on.
Even though the art of the original was pretty good for a mobile game, Chen Mo wasn’t satisfied with just that. He nned to make changes to the game in two areas.
One was the city construction.
There weren’t many changes to cities in leading thend, and all the building upgrades were done in the form of charts. Chen Mo nned to directly upgrade the buildings onto the yer’s cities, so that every time the yer leveled up a building, it would be visible on the city.
On the other hand, there was the battle scene.
Thebat system of “leading thend” was quite unique. Due to the limitations of the skill level, thebat scenes were very monotonous. Moreover, it was meaningless to watch it or not. It was better to just read the battle report. Although this was nothing to the Veterans, to the newbies, this kind of battle scene had the effect of dissuading them.
Chen Mo nned to improve the entire battle scene to better show the critical points such as the loss of soldiers and the casting of skills. This would allow the yers to see the effects of the various tactics more directly. On one hand, it would improve the graphics, and on the other hand, it would allow the newbies to know more clearly what happened during the battle.
Other than that, Chen Mo also nned to make someprehensive improvements on the general map. For example, when the Army marched, they would stick to the ground more closely and not look like they were floating in the air. The various special effects and performances during the siege would also beprehensively optimized.
As a SLG game, the ystyle for the mid andte stages of the game were already very mature, so Chen Mo’s main goal was to make the game retain more yers in the early and mid stages.