Game Technology sinks: Lilith COO Zhang Hao Anatomy of "The Legend of the turret" development experience

Source: Internet
Author: User

Game Arsenal news report:

Recently, "Legend of the Turret" research and development company Lilith COO Zhang Hao at the Chengdu GMGDC Conference to share the story from < turret > Talk about how to attract and retain the serious game users of the theme sharing, Zhang Hao through four time dimensions to dissect the "turret legend" research and development experience, share a lot of dry goods, An in-depth interpretation of Zhang Hao's keynote speech:

A game from the timeline is divided into four stages, each with a different focus, presumably as follows:

First: Enter the first 10 minutes of the game, the focus is "fine art";

Second: The first day of the game, the focus is "fighting";

Third: The first month of the game, the focus is "growth";

Four: After one months of playing the game, the focus is "play".

1, Cycle one: The game art to beauty in detail, art outsourcing needs to be cautious

Zhang Hao: What attracts and retains players in the first 10 minutes of the game is art. A game art done well, give the player the first impression is very good, may have retained the player, let the player to experience other play. How does the legend of the turret attract players at this point in time? I think we have done a lot of work on this, to give two examples:

The first example is in 5 June last year we just started to do "turret legend" when, in fact, there is an art version, the art version is we from outside to find some outsourcing, let them draw the original painting, did the action put into the game inside, we feel that the art of this thing directly to find outsourcing on the line, Because we think this is the content of the pipeline, can easily through the external forces to help us to create. But then we took this version to see the publisher, they think this game is a B-level product level, think this fine art is very rough, we also admit that, because this game art than many games on the market, so we found an art room, before our art exchange, Then outside to find a lot of animation team, to dig deep into the details of the art. For example, when doing an action, the eyes of the human face how to put, how to put a lot of detail is the performance of Art Foundation.

The second is on the art level Why do cards? In fact, "The Legend of the turret" near the time of the line, we put ourselves into a lrpg game, but we use cards to launch, why? is because the Chinese players on the card acceptance is very high, you mention that the card game is not a problem to get started. The second is that the card is very good-looking, we in the one months before the launch of a card, but in the listing when the license is added, is our staff to complete overtime, why to add cards, is because the player has a collection of the fetish, he will have the screen like to play this game preferences.

2, Cycle two: In the fight to let the player "play cool"

Zhang Hao: The second time period of the life cycle is the first day, many games in the beginning will be a piece of growth type of things thrown to the players, such as equipment reorganization, equipment reinforcement, or wear class and so many complex operation, "turret legend" also has, but do very clear, "turret legend" the day before you push off, play equipment, Wearing equipment, it is so simple, not a lot of equipment to strengthen. I think on the first day just call the player this game to play up the cool enough.

We summed up the success of "turret legend" Several factors, one of which is "turret legend" is a type of game pioneers, such games are action cards. The pioneer in the last Chinese market is my name MT, and he is the big category that created the card game, and we created the action card.

How does this play in the Battle of the turret saga come about? We call the origin of the battle. At the time last March, when we left with two other partners, we all thought about what kind of game we were going to play, when we first thought of fighting, what type of battle was the core competency, the first to be rejected is the crash card, we feel that light effect flying is not a very cool experience. The second to set their own requirements is to have the operation, there is the operation of this is also feel a game most people feel cool place, is that I pressed a thing, he can immediately give me a feedback, can have a sense of cool, and we also rejected a turn system of play, why turn system is uncomfortable, is because to wait, When you press it may take a second before you can respond, uncomfortable, to be cool when I press down on the black, the manipulation of the hero becomes larger, enlarged strokes, there is a very powerful move out. This is one of the most important requirements for fighting is that it looks good and makes the player a pure release in battle.

Why do "all the Way" battle, in fact, a closer look at the words "turret legend" is not a battle, but five people stand there is a branching, may be two people on top, three people in the bottom of the feeling, why do this? We are from the tactics above the continuous evolution, the first is the choice of three-way, three-way choice to let the upper and lower three rows, Each row of two people PK, and then we feel that this battle is not good enough. Why? The focus of your eyes is limited, at the same time on the screen to render a point, divided into three ways at the same time the human eye does not know where to look, this can not, we need to pay attention to one to two points above, we changed into a way.

In fact, we in the "Legend of the turret" just do the fight for three months, so this is also a lot of developers do not have the element, is to sink the heart to do the game the core of play.

3, Cycle Three: Let the player "grow" up

Zhang Hao: The third phase of the life cycle is the first one months, what attracts players in the first one months? A word "grow". In the "Legend of the Tower" in the growth of two lines, the first is the "level of growth", we open every two or three months, why the level? I don't like it, why? is a purely numerical increase and accumulation, does not give the game a lot of fun, but the players like, why? My hero is growing , my level is improving, my game progress is moving forward. The second is "parallel pursuit", we launch two new heroes every month, this is what the players really like.

"The Legend of the turret" has three major topics: the first topic is "Turret legends" and "Heroes" players cross-spray. The second big topic is that I have smoked a lot of heroes recently. The third topic is that I have a new hero, ask the expert how to go with the experience. In this case, we feel that we have done a very important move, or is one of our choices, called "We play for the cock", is that we play for those free, non-paying players, how to do it? We are setting the above to think that all the game content, all the heroes are free player developers, Free players can play to all paid players to play all things, this is the important decision we make, how to do it, we have paid players to experience a new hero in the period of half a month to one months lead, he in this half month to one months can be paid to get priority.

4. Cycle four: The continuous enrichment of game play method

Zhang Hao: One months after the fourth cycle of life, play is played. I said in front of the fight, said the growth, but did not say how to play, what is the play? is the introduction of new content, allowing players to get a new experience in the game. "Turret legend" inside what play, the first is an expedition, the expedition is a repressed release, the expedition set to let all players, even if you are over-paid players can not get a very cool experience, only by you in the process of playing to get a very cool release. The second I want all the players to be able to play at any time, so I made a frame, on-line to search for opponents, in the process of attacking opponents to obtain some resources. The third play is the Bluetooth battle, so you and your also play "The Legend of the turret" small partners together PK, is also a way to play the creation. We're going to join the trade union, boss, and why join us? Because in the long-term life constantly give players to create content, create value, create joy to attract and retain more Chinese gamers.

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Game Technology sinks: Lilith COO Zhang Hao Anatomy of "The Legend of the turret" development experience

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