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In order to be cool, Tianmei can really toss this time

Game Grape 2024/07/25 23:08

Text/Isaac

A few days ago, "Honor of Kings" officially launched a new gameplay mode - 10v10. Good guys, this canyon is lively, you look at the scene of these 20 people fighting in a group, the main one is a super chaos, and they will fight when they meet. If a big move is put in a pile, it can give people a cool intracranial orgasm, and it can't be too much to blow all day.

Game grapes, For the sake of coolness, Tianmei can really toss this time

At the same time as the gameplay was launched, "Honor of Kings" also began to release the "Ten Shocks" bounty to players on the whole network - that is, the challenge of winning the first ten kills. After the announcement was released, the anchors of all major platforms were sprinting hard, and finally a Diao Chan player won the honor of the first "Ten Consecutive Peerless" on the whole server, and got the official 999 pure gold reward. I heard that this reward is worth more than 500,000 yuan, which is really heartwarming......



This novel gameplay also made "Honor of Kings" explode a lot of stalks in just a few days. Some people lamented that they had never seen a game with so many heads in their lives, and they could even soar to three digits; Some people also sighed that this map is really big, there are so many people, it seems that after a game, a few teammates are not impressed......

Game grapes, For the sake of coolness, Tianmei can really toss this time

Some Ma Chao players are not happy when they see this: you just can't find your teammates, we can't even find our own guns when we fight in a group!


Liu Bang players have more to say: we can find people. But in the face of this "old-fashioned phone"-like roulette, many people may draw their swords and look around at a loss, not knowing who should be big for a while......

Game grapes, For the sake of coolness, Tianmei can really toss this time


But in any case, the number of people increases, and the experience of this game really changes quite a lot. The 10v10 mode looks like a 20-person brawl, but it is not simply expanding the number of people, but is fundamentally different from the 5v5 mode in terms of maps, routes, wild area planning, and personnel selection rules.

For example, the overall route of the canyon has been adjusted to 4 in 10v10, and there is no clear concept of branching. Two people on each line can eat the economy, and there is no need to forcibly divide the auxiliary positioning. There are also a lot of other creeps, terrain, and small mechanics, such as the addition of a "yellow buff" to the jungle area, and the spawn of the Storm Dragon King in the central area after 10 minutes. As soon as the time comes, everyone gathers, fights in a group, and has a big melee!

Game grapes, For the sake of coolness, Tianmei can really toss this time

With so many adjustments, the rules, playing style, and thinking of 10v10 will all change dramatically. For example, support will be more frequent, and it will be difficult to predict the opponent's actions like 5v5. Junglers and mages can choose to secretly develop and surprise everyone, or they can choose any time and place to clear the resources and directly race their faces!


In this case, maybe you just shake 2 teammates to Gank, and 5 people on the opposite side; But it is also very likely that teammates on both sides will not be able to come, because the upper and lower halves will play at the same time. The farthest distance in the world, I'm afraid, is that we're in the same game, but we never see each other – if my teammates have Big Joe, I didn't say that.


But if you think about it from another angle, if your teammates have a good relationship with each other and choose a lineup that is particularly suitable, then the game will definitely be doubly happier. In just a few days, many people have studied some of the ultimate happy lineups, such as Su Lie, Lian Po, Bull Demon and Lu Bu...... If the timing of the entry is right, the opposite side will not be able to move when the group is formed.

Game grapes, For the sake of coolness, Tianmei can really toss this time

If you can only sum it up in one sentence, the essence of this mode is "Fight, cool!" ”

01

Significance of 10v10:

Games can be played in many ways

Although it is cool to play, I am also curious: "Honor of Kings", which has been operating stably for 9 years, why did it launch such a mode?

It's not that it's bad to try something new, it's mainly from the perspective of the product, the risks behind this are not small: in the past, MOBA games have also launched 3v3, 6v6, 10v10 and other modes, and have made various attempts. But most of them are not successful, either the experience is not up to standard, or they cannot survive as a mainstream gameplay for a long time, and in the end, everyone simply rarely studies these anymore, and focuses more on 5v5.

No way, over the years, 5v5 has formed a solid design framework and numerical system. As the saying goes, "the law of the ancestors is immutable" - to "go against the ancestors" and develop a game with different numbers of people means that the map, resources, and massive border issues must be completely overturned.

Game grapes, For the sake of coolness, Tianmei can really toss this time

But "Honor of Kings" has also come to this point, becoming a "thorn", pushing 10v10 on the table, and even preparing to operate as a mainstream gameplay for a long time. They have a lot to think about in order to achieve this goal.

For example, outside of the game, the 10v10 mode has an independent ranking system and matching mechanism; Before the game, players don't need to ban heroes one by one, but directly ban people through voting; In the game, the changes to the map, the adaptation and targeted adjustment of some hero UIs, and even the refresh and pickup mechanisms of the blood replenishment flower must be considered, otherwise 10v10 will be difficult to stand up as a mainstream gameplay.


It is not difficult to imagine that many details of 10v10 will be optimized as much as the 5v5 mode. For example, in the current version, the panel UI and the strength of the troop line that have been complained about by many people, the planner has already made a lot of replies in the king's camp.



There are also a lot of bold designs in this mode that are quite rare in MOBAs.

For example, in a match, players can advance and retreat at will without affecting the progress of the game, and you can also join a vacancy in the middle of the game and take over a match; After the game, regardless of whether you win or lose, the system will add stars based on the player's overall performance, which is also an experiment for 5v5 ranking optimization. These are all rules that are flexible and adjusted in order to improve the competitive experience and reduce pressure.


After reading these, I quite understand why "Honor of Kings" is doing 10v10 so seriously.

Previously, in the column of "Planning to Open the Microphone", Lin Gengxin asked this question, and the planner's answer was to the effect that he hoped to bring a more lively and refreshing experience. This experience should be different from 5v5, it not only retains the original competitiveness of "Honor of Kings", but also does not have the great competitive pressure of 5v5 ranking.

Its most essential innovation point is not that the number of people increases, but that after there are more people, the "individual weight" will be relatively reduced.

For example, in 5v5, everyone is important, and one less person may affect success or failure, so if a teammate is not properly cast or makes a mistake, the overall game experience will be greatly affected; But in 10v10, 8 to 10, 9 to 10 is not a big problem, you can play their own group, or you can win more with less. This makes the 10v10 experience particularly relaxed and refreshing.

On a player level, we need this kind of mainstream gameplay. A lot of comments and barrage resonate with me, they said that playing 10v10 seems to have regained the feeling of not knowing so much about games in the early years and playing without scruples. This is not to say that the current game experience has become worse, but as we compete for a long time and understand more, our nerves will inevitably become tense, and we will inevitably care more about winning or losing......


At this time, if there is a way to play that allows you not to care who you choose, where you go, or how to cooperate, you can fight without scruples when you meet, and even if you lose, you will not necessarily deduct points...... That's a very good blend indeed. The core competitive experience of 5v5 is definitely difficult to replace, and it is also quite important. However, many games can have more than one gaming experience, like 10v10 itself, which is to bring some different dimensions to the game.

From the game level, 10v10 also has some greater significance.

For example, in a more entertaining environment, it can apply some more cutting-edge and innovative ideas, and after being verified and recognized by players, it can be considered to be used in the more competitive 5v5; In terms of sociality, it can also solve some scene problems, such as couples and friends who want to go the same way, which may not be possible in normal times, but 10v10 is very casual. When the open room function is launched in the future, it may become a new team building artifact.


MOBA games have been developing for so many years, and there is indeed a great need for a more differentiated resident mode. And 10v10 may have the opportunity to become a new mainstream way of playing. This goal is difficult, but if you want to say who is most suitable to make such a breakthrough, "Honor of Kings" after so many years of doing it, it is probably a good choice.

02

Listening to persuasion and innovation are indispensable

Further, the significance of "Honor of Kings" making these attempts is not limited to the gameplay level.

From a player's point of view, I feel that MOBA games have entered a special bottleneck period, and it's not that it's not fun, but there are too many products and experiences these days. Therefore, both new and old products are in great need of fresh blood to break through and enter the next stage. But from an R&D perspective, the cost of these breakthroughs is so high that no team can afford to worry about it.

Many people will feel that "Honor of Kings" can of course not make too many changes and stay in the so-called comfort zone - to put it to the extreme, it is "lying down to make money". But no matter how successful a product is, it should pursue a better experience, after all, it can go further.

In the area of innovation, I don't think it's strange to see "Honor of Kings" doing 10v10. Because they've been really daring to try it for years. It's like someone sees 10v10 and says that "Glory of Kings" is no longer ruthless, and simply has a 100-person competition mode? As a result, some netizens replied: As early as 2018, there was it - is it "border breakout" that you are looking for?

Game grapes, For the sake of coolness, Tianmei can really toss this time

This year, the border breakout has also ushered in a major revision

In addition to the mainstream gameplay, "Honor of Kings" has always had a lot of ingenuity. Like King Run, Flaming Mountain Battle, Dream Smash Bros., Infinite Brawl...... The official has been exploring the boundaries of the product itself and the MOBA mobile gameplay. Coupled with the creation of players participating together, it is not an exaggeration to say that "Honor of Kings" is a MOBA product with the richest gameplay experience.

Game grapes, For the sake of coolness, Tianmei can really toss this time

Including the limited gameplay of Valentine's Day a while ago, "Two Dances", which allows two players to cooperate with the gameplay of the same hero, is a new attempt made by "Honor of Kings" to combine sociality. It seems that every once in a while, they can always do some tricks and have some experience of different dimensions, which is also rare in similar products.

Game grapes, For the sake of coolness, Tianmei can really toss this time

Dance as a couple

Therefore, from the launch of the 10v10 gameplay, as well as the scale and intensity of the usual continuous persuasion and updates, I think "Honor of Kings" has long made up its mind to make a turn.

For example, in last month's big update, "Honor of Kings" adjusted the basic attributes of many heroes in order to highlight the professional characteristics of each hero. In the live broadcast of "Planning to Open the Microphone", Balance Planning also replied to many questions one by one, and quite sincerely read a handwritten letter to express his attitude: These hero adjustments are to correct the basic attributes of heroes who have been disordered for a long time, so that each profession positioning is more clear, and each hero can play its own characteristics.


With these changes, let's not talk about whether it is perfect enough or whether it has achieved 100 points, but at least one head product has such an action, and players must be happy to accept it. Veteran players like me, who have basically faded into the pit, will definitely be interested in going back and trying new ways to play and new heroes.

I believe that the market is the same, and will always be optimistic and welcome such a decision, after all, this kind of turn is becoming more and more rare in the entire gaming circle.

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