Chapter 1276 *Bullet Marks 2*'s Classic Mode

Chapter 1276 "Bullet Marks 2" Classic Mode

October 26th, Friday.

In the conference room of Skyfire Studio, Zhou Muyan, Sun Xi, and several other designers were present. Sun Xi was handing out design drafts.

This was the "Bullet Marks 2" design proposal that Min Jingchao had just completed and submitted that morning.

Zhou Muyan deliberately left the central seat at the conference table vacant and looked at the designers, "I was very disappointed with what happened last time."

"President Pei personally designed the game, and not only did you fail to offer any constructive suggestions, but you didn't even gain anything!"

"The design proposal is out now, and Min Jingchao will explain it again. How much you can understand depends on your own aptitude."

The designers all looked ashamed and nodded, "Yes, President Zhou, rest assured, we will listen carefully!"

Zhou Muyan had almost lost hope, but Min Jingchao had given him a glimmer of hope again.

So, he called these designers back.

President Pei's explanations were too profound before, and there was nothing they could do if they didn't understand, but Min Jingchao's explanations should be more accessible, right?

If they listened carefully to Min Jingchao's explanation of the game's design ideas, they would definitely gain something.

As for these designers, they were more or less unconvinced before.

It wasn't that they thought President Pei was undeserving of his reputation, but that they felt President Pei might be targeting them.

Was it because this game was being developed for Skyfire Studio that President Pei was so vague? So ambiguous? Was he deliberately not explaining it clearly to us?

Did he want us to mess up the game?

President Pei definitely didn't talk like this to his own designers!

But when they heard that Min Jingchao had actually designed the game, they felt very guilty.

It seemed like they had misunderstood President Pei!

How could President Pei be the kind of person who deliberately wanted the game to fail?

As expected, it was because we were too incompetent. We must watch and learn carefully this time!

It was impossible to learn to President Pei's level, that was purely talent, but learning from Min Jingchao and absorbing some nourishment from President Pei's ideas was still possible.

Everyone present, including Zhou Muyan, adopted a humble and eager-to-learn attitude.

Min Jingchao pushed the door open and was taken aback when he saw the scene, "Huh? So many people."

He knew that some designers would be there to listen, but he didn't expect so many people. The area around the conference table was almost full.

Zhou Muyan smiled and said very kindly, "Brother Min, come over here."

Min Jingchao saw that only the seat in the very center was empty and subconsciously said, "President Zhou, you should sit in the middle."

Zhou Muyan immediately shook his head, "That won't do. You are the chief designer of the project, you should sit here."

"Besides, we are all in a humble learning mode now, so please don't decline."

Min Jingchao quickly waved his hand, "President Zhou, you're too kind."

After declining with little effect, Min Jingchao had no choice but to sit down in the empty seat and get to the main topic of the meeting.

"Everyone has seen the initial draft of the 'Bullet Marks 2' design proposal, which is basically a slight refinement of the points that President Pei requested before."

"I've already discussed this with President Zhou and Sun Xi before."

"The main purpose of this meeting is to discuss the core gameplay and the relevant mechanisms of the large map, which were not finalized before."

Everyone nodded and listened carefully.

When Min Jingchao explained President Pei's ideas to Zhou Muyan and Sun Xi before, they only got to the "large map" step, but there was no specific design plan for how to make this large map.

Min Jingchao said that this was the result of President Pei's gradually escalating tests.

Now it depends on whether he can give a constructive idea.

Min Jingchao sorted out his thoughts a little and then said, "Since we're going to make a large map, there must be many players, at least thirty or forty, and up to seventy or eighty, or even more."

"The specific number of players will definitely depend on the size of the map, and the density of players on the map determines the rhythm of the game."

"If the player density is too high, then the pace of combat will be very fast, and many players may die suddenly; if the player density is too low, then the pace of combat will be too slow, the combat will not be intense enough, and players will feel like they are playing a single-player game."

"Moreover, we also need to consider that different players have different demands for the pace of the game."

"Some players prefer to kill more people, so they need a higher player density; while some players like to scavenge for good things and improve their resource configuration first, so they hope for a lower player density."

"So, if you want to make a large map, you must solve several key problems."

"For example: how to dynamically adjust the density of players on the map; how to adjust the rhythm of the game at different stages; what kind of methods should be used to distribute various resources to players, and so on."

Everyone nodded, and some were taking notes in their notebooks.

The problems raised by Min Jingchao were all practical problems. The reason why the large map mode was difficult to make was because the game rhythm was difficult to control.

Traditional FPS games are basically small map modes, and the battles are more intense, which can maximize the stimulation of players and keep them in a relatively active and excited state.

But if you make a large map, if the player density is low and you can't see anyone for a long time, it will make players feel bored; if the player density is high, and it's all just shooting, what's the difference from a small map?

Obviously, you have to come up with a gameplay that can only be completed with a large map and can retain the fun of FPS games to the greatest extent.

Min Jingchao continued, "Actually, my initial idea was that since there is a large map, there must be rich map mechanisms on the large map."

"For example, air force bases can provide reconnaissance and airdrop supplies, bunkers can provide fire suppression for a small area nearby, field hospitals can speed up the revival of the wounded, and so on."

"These unique map mechanisms are the core advantage of large maps over small maps."

"In other words, I initially considered providing players with two game modes: one is a pure shooting mode, and the other is a large-scale battle multiplayer cooperative mode."

"But then I realized a very critical problem, which is the problem of balance."

"For this kind of large-scale multiplayer battle, it is actually difficult for the game's matching mechanism to be so perfect. Especially in FPS games, there are many luck and variables, which increases this uncertainty."

"The existence of map mechanisms is to be able to widen the gap between the two sides, so that the battle does not continue to drag on, but if the strength of the two sides is inherently unbalanced, then this may lead to the game becoming a one-sided crush."

"This is the problem faced by multiplayer PvP in old-fashioned MMORPG games such as 'Fantasy World', and it is also the problem I have been thinking about in the process of being responsible for the balance of GoG games."

The designers nodded, this was obviously not difficult to understand.

It would definitely be boring for players to just shoot guns on a large map, so strategic locations must be added.

And strategic locations can't simply just add points, they must have practical functions and be able to bring players benefits in terms of game mechanics.

For example, a field hospital can definitely advance the player's revival point, or it can provide players with first aid kits to restore health.

However, the existence of map mechanisms will make the already unbalanced sides even more unbalanced, and the battlefield is prone to a one-sided situation.

Because FPS games themselves have a strong randomness, and the player's historical data cannot fully explain his strength.

For example, there is a player whose marksmanship is terrible, but his command ability is extremely strong. Although his KDA is very poor, he can win. How should such a player be matched?

It is also inappropriate to forcibly strengthen the weaker side with game mechanisms. After all, for players with advantages, my advantages are all hard-earned. Why should the game mechanism target me?

GoG-like games can use heroes to solve this problem. For example, some heroes are late-game heroes, and they can fight five at the end.

But FPS games rely on marksmanship. A player with good marksmanship will not suddenly become worse, and a player with poor marksmanship will not suddenly become better.

If a mechanism that is very strong in the later stage is really designed, then the final result will most likely be that novices will choose it and die as soon as they come up, and experts will choose it and be very strong in the front, and even stronger in the back, completely unable to be restricted.

The difference between FPS games and MOBA game characteristics brings about this problem.

If it is not resolved well, it will seriously affect the player's game experience.

Min Jingchao has been responsible for the numerical design and game balance of GoG, and is very sensitive to balance, so he immediately realized the problem with this gameplay.

"The solution I came up with is to use game mechanisms to screen."

"Let the players fight freely first, and then assign them to two different camps based on their performance in this game."