Almighty Video Game Designer

Chapter 1135



Chapter 1135 Oasis 1.0 (part three)

Translator 549690339

“Looking at the endless happiness and resentment points, Chen Zhao’s heart didn’t waver at all. He almost laughed out loud.”

“Even though he couldn’t see the players ‘faces, he could feel their pain and struggle.”

“””In order to comfort everyone’s broken hearts, it’s almost 11/11. It’s about time to open another half-price event. It’s a good plan.”” Chen Mo smiled,””no need to thank me. Please call me Lei Feng.”””

He had to admit that World of Warcraft was very effective in collecting resentment points.

“In the past, Triple-A masterpieces had to be collected one by one, which was too inefficient. Moreover, for hardcore games like Dark Souls, many players would just throw away their happiness +1 and not play it at all. Even for those players who cleared the game, the more they played, the higher the threshold of suffering, and slowly, they would not be able to collect any resentment points.”

“However, once World of Warcraft was released, it became awesome.”

“He could collect 40 players ‘grudges in one go. As long as they played the game for a long time, it was impossible for them not to participate in team activities and Team Dungeons, right? As long as they fought, they would be able to earn resentment points.”

“Even if some players really didn’t want to do team Dungeons, they would still have to go to the battlefield, right? Even if they didn’t clear the battlefields, they would still have to PVP when they encountered an enemy faction while doing quests in the wild, right?”

“Not only that, characters like ed. Triseason kept appearing in World of Warcraft, and they never held back when killing alt accounts, contributing greatly to Chen Mo’s work of collecting grudges.”

“However, Chen Mo didn’t really plan to extend the entire duration of World of Warcraft.”

“If the game went on for a longer period of time, the game could last for a year in version 60 and another year in version 70. It would take two years for the players to defeat the cat Witch King.”

This time span was a little too long.

“In the original World of Warcraft, some bosses were more powerful. Many bosses such as Oro, C ‘Thun, muru, and so on couldn’t be defeated at all when the game was first designed. Some teams simply went around them and didn’t fight them. Later on, blizzards weakened many bosses, and the players finally defeated them.”

“If they did not weaken the boss, they would not be able to defeat it. It could be seen that some bosses were designed to be more difficult.”

“The reason why Chen Mo released the game versions one by one wasn’t to prolong the players ‘gaming time, but to give them a consistent gaming experience and allow them to fully experience the exciting parts of World of Warcraft. If not, who would want to do Angela’s first quest when the Wrath of the Lich King was released?”

“However, this did not mean that the longer the version lasted, the better it was.”

“In this world, there were a large number of players in World of Warcraft from the very beginning. With the help of sleep mode, their game time was guaranteed. With the reasonable difficulty of the team Dungeons, they could finish the mainstream Team Dungeons in a few months.”

“Although the original World of Warcraft was a classic, as a time-pay game, some content in the game burned time on purpose, and the players mainly played by grinding, which wasn’t a pleasant gaming experience.”

“Many of the more tiring ways of playing, such as farming reputation, were essentially no different from the silly running game of low-quality domestic web-based games. It was nothing more than repetitive work. In this aspect, Chen Mo also wanted to’ reduce ‘the players’ burden, allowing them to experience the most exciting part of the game and make every minute spent worth it.”

“Of course, most of the players were using monthly cards now.”

“Other than that, there was another important matter.”

It was a Double 11.

“Oh, wrong. It wasn’t the 11/11 event, but a new event that would be launched during the 11/11.”

“Other than the daily half price sales, there was another milestone event for Chen Mo, which was the official release of Oasis 1.0.”

“In November last year, the Oasis plan was officially launched. More than 200 independent game designers joined the project, contributing to the epoch-making game.”

“They had access to many of Thunderbolt Entertainment’s internal resources, including the art resource library, Pangu’s physical system, the latest artificial intelligence system, and so on. They had also obtained the right to use countless super IP rights in Thunderbolt entertainment, just to create a huge, complex, and closely connected parallel universe. They were also working day and night to develop their imagination and creativity.”

“In this one year, every designer would develop an independent game unit for the Oasis plan. By then, players could freely enter more than 200 game units to experience different games.”

“A year later, the results were gratifying. The total number of game units had reached 319. Of course, many of these game units had very small capacity, and the game might only be a few hours long. Not all game units could provide players with more than 20 hours of gaming experience like a new game.”

“In any case, the initial content of the game was ready, and he could go online to Oasis 1.0 for the initial testing.”

“Although “”oasis”” had existed for a long time, strictly speaking, it was not a real oasis. It was just a prototype, so it was only the current version that could be considered the official version.”

“If Chen Mo’s ultimate goal was to measure Oasis 1.0, it would be childish, but it would be a new and interesting gaming experience for the players.”

“Oasis 1.0 had eight default modes, and they were very balanced.”

“They were solo adventure Mode, multiplayer adventure Mode, solo survival mode, multiplayer survival mode, competitive battlefield mode, unfair competition mode, free exploration mode, and entertainment mode. Each mode had 20 – 40 game units.”

“Among them, Adventure Mode was equivalent to a traditional single-player game; Survival mode was equivalent to escape, and one had to avoid the AI’s pursuit as much as possible. In unfair competition mode, different camps had different combat power, and the weaker camps had to cooperate closely. The entertainment mode was some fanciful game units.”

“Of course, these game units were different from single-player games.”

“Single-player games basically had to ensure that players had more than 20 hours of game time, and players could play it intermittently; These game units were basically limited to about two to six hours. Some of the longer game units could be saved in single player mode, but in team mode, they had to confirm with the players in advance whether the game time was appropriate.”

“In addition, in order to avoid repetition of the game units and let players quickly find the trick to clearing the game, all the game units were dynamic.”

“Under the effect of advanced AI, these game units would be different every time they entered a scenario, such as the opening position, the NPC’s intelligence and character, the position and role of the props, and so on. All of these would be relatively different. Even if the player cleared a certain scenario many times, they would still need to use their brains when they entered the scenario again, and it was easy to fail miserably.”

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