Many designers were eager to make a different Three Kingdoms game and win the first prize.
However, the designers who knew the game well knew that it would not be easy to make this game.
The game committeeâs campaign would usually be for games that were on the losing end of the market, like the China themed games from before.
There were quite a few Three Kingdoms games in the country. Or rather, a lot. However, the quality was very worrying.
As an IP, Three Kingdoms was completely free, which meant that any designer could make games of Three Kingdoms without any barriers.
Although there were a large number of fans of the Three Kingdoms in China, the IP of the Three Kingdoms was the same as the game to the West. It had been seriously overdrawn. The large number of crudely made games of the Three Kingdoms had made most players feel nauseated when they saw the two words âThree Kingdomsâ in the game name.
Moreover, the current Three Kingdoms game in the country did not have any special way to reflect the culture of the Three Kingdoms.
Speaking of Three Kingdoms, there was one game that had to be mentioned. It was an MMORPG that had always been very popular, Heavenly Sword of Three Kingdoms. This game, along with Moon Goddess âprophecy and Legend of the Sword, was one of the top three mmorpgs in the country. It was well-known and had its own unique characteristics.
Heavenly Sword of the Three Kingdoms focused on country war Mode. The players were scattered in the Three Kingdoms of Wei, Shu, and Wu, and carried out frequent country Wars and city sieges. At the same time, they could experience some quest plots related to the Three Kingdoms.
Currently, all the Three Kingdoms games that made online games basically followed the path of Heavenly Sword of the Three Kingdoms, which was a war-type RPG game.
Moreover, the game committeeâs requirements this time were âmarket demandâ and âonline gamesâ, which meant that it was very likely that the single player game would not win.
In comparison, single-player games were easier to make. Whether it was the plot, strategy, or gameplay, it was much easier to make a single-player game because there was no interaction between players. The designer would have a lot more freedom and would not have to worry about uncontrollable situations.
In Chen Moâs previous life, the classic games of the Three Kingdoms, such as âRecords of the Three Kingdomsâ,âlegend of Cao Caoâ,âLegends of the Three Kingdomsâ, and so on, were all single player games. Obviously, these games had more variety in plot performance and strategy, but the problem was that they couldnât be changed into online games.
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For example, if each player played the role of a Lord, there would be at most a dozen players playing the game together. If they started with different Lords, there would be no guarantee of balance.
Hence, creating a Three Kingdoms themed online game was a headache for all video game designers.
Moreover, because Three Kingdoms was an IP with no threshold, it meant that its potential was almost exhausted. Many designers had racked their brains to make a different Three Kingdoms game, but most of them had failed.
If so many designers didnât come up with anything, it meant that this theme was really hard to come up with.
Under such circumstances, to create a unique Three Kingdoms game? It was extremely difficult.
However, to many video game designers, Chen Mo was busy with the S1 World Championship and might not be participating. This should be the best news.
â¦â¦
Chen Mo was typing on his laptop in the lounge.
On the computer screen was the design concept for âleading the landâ.
Compared to the famous games of the Three Kingdoms in Chen Moâs previous life, such as Records of the Three Kingdoms, unparalleled Three Kingdoms, and legend of the Three Kingdoms, leading the land wasnât as well known. However, Chen Mo wanted to make this game because it had something that other games didnât have.
It was a fully free sandbox strategy mobile game that could support tens of thousands of players in a war against a country. As a strategy type of SLG game, it had a 40% tomorrow retention rate and an ARPU of up to 150. Moreover, it had a terrifying long-term retention rate, which was considered outstanding in SLG games.
In Chen Moâs previous life, after the rise of mobile games, there were many mobile games with the Three Kingdoms theme. Setting aside the single-player games, in terms of online games, the land of the guide was one of the best games.
Chen Mo didnât plan on making a big game in the imperial capital. Making a pay-to-win game with an SLG theme should be enough to win a prize in the event.
Moreover, it had been a long time since Chen Mo made a pay-to-win game, so he had to let the players feel his love for them again.
From a technical point of view, it wasnât difficult for Chen Mo to make the land of the guide, and it didnât require much resources.
In terms of art resources, there were nothing more than UI, military arts, Ground arts, etc. Chen Mo just had to send his requirements to the imperial capital and wait for the art team to send back the resources.
The land guide map was a very realistic map of the Three Kingdoms period. It was put together piece by piece, but the land was reused, so the resources were very limited. There were land (wood, stone, iron ore, food, and other resources), rivers, mountains, cities, docks, checkpoints, fortresses, military camps, and so on.
Even though the art of the original was pretty good for a mobile game, Chen Mo wasnât satisfied with just that. He planned to make changes to the game in two areas.
One was the city construction.
There werenât many changes to cities in leading the land, and all the building upgrades were done in the form of charts. Chen Mo planned to directly upgrade the buildings onto the playerâs cities, so that every time the player leveled up a building, it would be visible on the city.
On the other hand, there was the battle scene.
The combat system of âleading the landâ was quite unique. Due to the limitations of the skill level, the combat scenes were very monotonous. Moreover, it was meaningless to watch it or not. It was better to just read the battle report. Although this was nothing to the Veterans, to the newbies, this kind of battle scene had the effect of dissuading them.
Chen Mo planned to improve the entire battle scene to better show the critical points such as the loss of soldiers and the casting of skills. This would allow the players to see the effects of the various tactics more directly. On one hand, it would improve the graphics, and on the other hand, it would allow the newbies to know more clearly what happened during the battle.
Other than that, Chen Mo also planned to make some comprehensive improvements on the general map. For example, when the Army marched, they would stick to the ground more closely and not look like they were floating in the air. The various special effects and performances during the siege would also be comprehensively optimized.
As a SLG game, the playstyle for the mid and late stages of the game were already very mature, so Chen Moâs main goal was to make the game retain more players in the early and mid stages.