Video Game Designer

Chapter 527: MOD community measures

Similar to the holding of the TEU summit, Chu He did not go to the scene in person. Now he is still very busy, and the war series has been developed to the later stage.

The continuous version changes, Chu He has to stare, and the other aspect is about the establishment of the MDO community of the two games.

Unlike the creative workshop of the steam platform, they need to strictly review the MOD products on the TEU.

This is undoubtedly a very costly thing.

The early V club implemented an open system for the creative workshop, but later more and more games opened this function, resulting in the creative workshop of each game is filled with some strange MODs, the most important power is commonly known as 18X Too.

Later, obviously, the V agency realized this, and began to rectify the content of the creative workshop.

They conduct their own review, and at the same time force the game manufacturers to review the content of the Creative Workshop, which is quite a bully and rogue attitude.

After all, you only provide a platform for the manufacturer, and other game manufacturers have also selected it for you. The service that originally belonged to the platform also has to allow the game manufacturer to bear its own responsibility. This simply means buying and selling.

When this strategy was first implemented, many manufacturers complained, because the main core selling point MOD of their games was one of them, but the steam platform developed such a strategy, which pushed their responsibility to third-party manufacturers. It's a rogue practice.

In simple terms, when the company is a big one, the steam platform is an overbearing store. You can only play according to my rules. If you don’t, you can take your game off the shelf.

However, it is impossible to let TEU be responsible for the review of MOD content. After all, this cost is not so simple, even if there is an intelligent system screening.

At first, there weren't many games on the platform, but with more and more games on the platform, the amount of engineering was not so simple.

The TEU platform needs to participate in the review of MOD content, and game manufacturers also need to participate in the review, which is an inevitable thing.

As for how to allow game manufacturers to conduct their own MOD review of their games, this has basically reached a general conclusion after internal discussions in TEU.

Still simple words, benefits.

TEU has an internal review standard for the implementation of MOD. According to the sales of the game itself, after launching the MOD community, according to the number of MOD subscriptions and the game's support for MOD, determine whether to open a dedicated MOD community.

At the same time, the game of the MOD community has been opened, reducing the bonus by 3%, which is consistent with the 12% bonus of the EPIC platform.

The 3% harvest is already a significant number.

Although Chuhe also really wants TEU to directly review the MOD community of all games, the reality tells him that this is impossible, unless there is artificial intelligence in a sense that can really distinguish it.

Otherwise, it is still more realistic to be artificial. Of course, some very obvious MODs can still be screened through the software.

"Sony and Microsoft made a concession, and the MDO that passed their approval can log on to the host, but this has no real effect at all." In the office, sitting in front of the computer for a trial version, next to Pig Tell Chu He.

On the one hand, it is a development environment, on the one hand, it is also limited by the platform.

This is a thing that cannot be done.

"Put the main work on the PC platform, open more permissions to MOD producers, and develop a set of software specifically for MOD producers to edit." Chu He said.

Just like Blizzard's Warcraft 3, it has a built-in map editor, plus a lot of MOD makers later, by unpacking game files on this basis to rewrite the map code.

Derived one after another interesting RPG map, even if it is still the last century screen, but the fun of Warcraft RPG still exists.

This is the effect of the game MOD, although because of the early piracy, the prosperity of the Warcraft RPG has made Blizzard not reap the benefits of Warcraft 3.

"We have contacted a lot of MOD production teams at home and abroad, and they have given us some advice, but the top priority is to do a good job of the content of the game itself." The relevant person in charge reported the situation with Chuhe.

Strategies, ARPGs, RTSs, and simulated operations are mixed together, which should sound quite messy, far from as good as you think, but in fact, in the game, these different gameplay elements are opened as separate modes. .

Players who like the ARPG type to be a general and lead the army to fight, can specifically choose such a mode to experience the plot in the game, and at the same time, those who like strategic battle flags can choose separate strategic battle flag content.

There is also a real-life experience mode that allows players to experience every gameplay step by step.

To some extent, this is a sandbox game.

Of course, the core of the game's main attraction to players is not these gameplays, but the real grand battlefield, not just the kind of game battlefield to look at as CG animation.

Whether it is a strategic battle flag, ARPG, or RTS, players can personally participate in this battle and experience the real battle.

Just like the name of the game series "War", war is the main core of this game.

Of course, it is not without casual play, such as being a monarch, benefiting the country, farming violent soldiers, being a big merchant economic power, and opening up trade.

"The scale and rhythm of the war, you need to control a point, don’t be too short, just a few minutes, and finish a battle of tens of thousands in ten minutes; at the same time, don’t be too long~www.NovelMTL.com~ A battle that takes ten or more hours to finish." Chu He looked at the team members and said.

The control of the length of the battle sounds like a lot of engineering.

But in fact, all this stuff is controlled by numerical planning and game planning.

For example, the map is a large square map of 1000 meters * 1000 meters. The movement speed, blood volume, etc. of the soldiers are all factors that affect the battle market.

Say it is to grasp the scale and rhythm of the war, it is better to let the numerical planning, think about how to set the numerical value.

It cannot be too long or too short. This is mainly considering the subsequent multiplayer online situation.

If it's single player mode, you can pause the archive at any time, and it doesn't matter if a battle is played for a day or two in real time.

But if the player is online, this is not a good experience. You can’t hit half of it and say, "Brother, I can’t hold it anymore. You can hold it back first. I will go to sleep and I will pick you up tomorrow morning. "Class".

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