609. Always Killed by Street Lights (Chapter 8)
Second, since League of Legends can only rely on attracting new non-dota users, there is also a problem here, that is, the difficulty of starting League of Legends is indeed reduced compared to Dota, but compared with other types of online games, there are still certain thresholds for moba games themselves.
Before this part of the knowledge is popularized, it is difficult for the number of players to grow on a large scale.
So in the world's game companies, they have to think about a question first when making moba-type games.
How can players get started quickly and learn it in a short time without losing it?
It's a difficult task.
Cao Yang’s view on this is—
Only leave it to time.
Indeed, this is probably the only way. Rome was not built in one day, and the development of League of Legends in the previous life also took a period of time, which would take at least a few years.
However, for Cao Yang, the greatest comfort is-
"League of Legends" has not affected dota so far, and these two games do not overlap much of the user and players, and both games are in a rapid growth.
When League of Legends is fully grown, the dota bonus may have been almost done.
By that time, Bomi's mission may be to study what the next generation of moba games should look like.
In Cao Yang's plan, the competitive version of Honor of Kings should be launched next year or the year after.
...
Influenced by the anchor and the reputation of Bomi Company, many players have come into contact with this new game one after another, and many people have also given relatively high evaluations.
League of Legends is essentially good gameplay.
There are more and more players in "League of Legends", and many people will play all night at night.
Moreover, many people have begun to pay attention to the characters and story backgrounds in League of Legends.
Many people even posted on the Internet to ask:
"What kind of story does League of Legends tell? Does Boss Cao really want to make it into a big world IP? I see that many stories are left blank, and they can only piece together a complete truth through fragmented stories of heroes."
"In fact, it can be seen from the stories of these heroes that Bomi has put in a lot of effort in this regard, and it seems that there is a vast and grand world view hidden."
“I’ve been really exposed to this game since last week.
I think in competitive games, our own happiness is always based on other people's displeasures. And those who play well can always deprive others of a lot of happiness.
I like to play AD or mage because I like the feeling of being flat or putting skills behind the team.
There will inevitably be one advantage in the lane, which depends on the cooperation of the bottom lane. Sometimes the cooperation is not good, and this is another snowball game. Sometimes the side has its own disadvantages, and the ad relies heavily on equipment. There are too many gaps and cannot cause damage at all. When I have an advantage, I will think that the opponent's Ad must be uncomfortable, and maybe I have started to be criticized by my teammates.
And sometimes I think my teammates’ speech is unreasonable.
Sometimes it's not my fault.
The environment in the national server is really bad, especially those who are playing well, and they always have a niotic energy.
It’s quite happy to play with matching. Everyone just plays casually, and there are fewer cases of squirting each other.
It’s different to play the rankings. But when I realize that this kind of happiness in my own side is always based on the pain of the other side, I don’t really want to play.
Because the person opposite will feel unhappy because of me.
Of course, this is also considered the charm of competitive games.
Gu Zhu
But if you want to get greater pleasure, you need to improve your skills, and you will inevitably need to practice continuously.
This leads to you spending more time in. You just play because you are bored, but then it becomes your own task and it is too tiring. This is also a problem with online games.
Teammates open when you are away, maybe because I am low in segments.
However, in this ranking mechanism, if you win, you need three out of 5 people to have a chance of winning. According to the matching principle, you have a high probability of winning and losing.
My playing this game has affected my life, so I won’t play it anymore. Suddenly I’m not very interested.”
The ranking mechanism of League of Legends and Dota is the same, except that some parameters have been adjusted, such as matching intervals and combat power calculations.
The main reason is that the number of League of Legends players is relatively small now, so in order to ensure that they can match their opponents in a short time, they have to expand the search range, which also leads to some players with low segments matching high segments and then getting a bad experience.
But with the rank and ranking, we can actually better protect novice players.
At least after you hit those people with higher levels, you won’t be able to see them.
Even if some experts open small trumpets to fry fish ponds, they will quickly rise up.
You can't even control this part of the players.
So in Cao Yang's words, the bad matching experience is temporary. As long as there is enough time, everything will be fine.
"I'm not easy to judge other gameplay, but I can talk about the original painting level in League of Legends. I see that there are many friends on the Internet discussing this.
As well as the quality of League of Legends game, the art style of League of Legends and the current world level.
How good is the original painting level of League of Legends? Because I am an illustrator in League of Legends, I have been constantly comparing the advantages and disadvantages of League of Legends and other game illustrations.
In general, I think we can talk about the level from the following parts. The first is the basic skills of the illustration part. The basic skills cannot guarantee that each illustration will be the same level, because the illustrators are different, and the basic skills are also different. But take the more top-level works as an example.
For example, this Skylight by Alex Flores Yorik.
The shape structure is quite solid, the shape is simple and powerful, and the body feels shaping makes the armor three-dimensional. I even see a 3D model instead of hand-painted feeling at the first time.
In terms of lighting, light and shadow are separated and the direction is clear, without ambiguity or too many pseudo-light sources, so it also makes the picture have a movie effect. This sounds easy, but friends who paint know that lighting is a very need for experience and design, because the light source in the movie is to really put the light where it is needed, and the shadow is also a natural shape. However, unless a perfect reference material is found in painting, the color of light and from which direction to what direction is, and the shape of the shadow are all based on the painter's imagination. In this case, many original games will have the light source on the characters' scattered, the direction is unclear, and the color is unmatched, so lighting has become a difficult bone in the illustration industry.
Let’s talk about the dynamics of the characters. Although the characters in this picture do not have exaggerated movements and special perspectives, because of the characteristics of the character Yorik, he is a relatively stable warrior, so the movements should give people a steady and powerful feeling. Alex’s grasp is also quite good. The second point is quality. The quality I am talking about here is the drawing time and the degree of detail. For example, when the illustration of Magic Cards is as follows, the minimum size requirement is 300dpi, only 1,000 horizontal pixels are required, which means that the degree of detail that the picture can accommodate is limited (of course, you can draw it into the big picture, but the money you give is unchanged). So a picture can be done within a week. The illustration of Plants vs. Zombies is required to be 4,000 pixels because no matter how big the picture is on the mobile phone, it cannot be seen.
We all create illustrations for League of Legends based on 5,000 to 7,000, and sometimes they are bigger.
At that time, my computer was stuck, but only in this way can I say that the illustrations seen on the computer screen were of relatively high quality.
In terms of creation time, the fist gives a lot of time. A picture usually has 4 to 6 weeks of creation time, so the details in the illustration can be finer, and the patterns on the armor and the materials of the skin can be clearly expressed.
Finally, let’s talk about the storyline and creativity in the original painting. This part is relatively abstract. I think this is also the most prone to instability in game illustrations. Story and creativity are based on a very understanding of the game characters. I think only by being familiar with the background story of the characters can the character’s character reflect the most distinctive side of the character in the illustrations.
I remember when I was drawing Yasuo's illustrations, in terms of skill settings, Yasuo was a very "active" character due to the existence of E skill. However, when I created the illustrations, I felt that this did not represent the characteristics of Yasuo's character. On the contrary, as a wanderer, the happy man attracted me the most was his freedom and freedom in the face of danger and drinking and playing the flute. So in the illustrations, I also chose a look that made him close his eyes and sit quietly facing the attacking assassin (the assassin's version is only available in the login animation).
In summary, I think there are still many challenges in League of Legends original paintings, such as how to control the quality of a large number of outsourcing illustrations, and how to pursue novelty and not repeat among the existing hundreds of original paintings. But overall, the level of League of Legends original paintings is still quite high and representative in the industry."
Although "League of Legends" developed by Cao Yang is a replica of the League of Legends in his previous life, the path he took is different and is not designed in the original order of heroes appearing in League of Legends.
Moreover, Cao Yang himself couldn't remember which hero came out first, so in this case, the only way was to do the [featured] first. The most distinctive one in Cao Yang's impression was definitely [Happy Man].
He is called that in the company.
So although Yasuo did not appear in the exhibition match, this character has actually been loaded into the game.
Chapter completed!