Capítulo 129

But the time came to thirty minutes, and for a long period there was no fighting; both sides focused on management and development.

The only way to keep the scene going was for the commentator to keep talking.

Caution, support, and operation; strive to avoid mistakes rather than seek merit.

This is a trend in high-level League of Legends matches now, and it's even more pronounced in professional competitions.

Professional teams will never risk killing others to obtain the resources they can gain through stable operations and command—especially if they are at a slight disadvantage, they will avoid it if possible.

This has also led to fewer team fights occurring around the Baron and Dragon pits.

Nobody wants their life ruined by a "big dragon"!

After watching a match, the audience is still immersed in the final team fight and is naturally very excited.

Mingyan, however, saw some potential signs of problems in it.

He looked at everyone in the conference room and thoughtfully asked a question: "When you watch the current competition, do you find this kind of strategic gameplay interesting, or do you find it boring?"

Upon hearing this question, the smiling group fell into deep thought.

The atmosphere inside Blue Star Studio is quite open-minded. They followed their own conscience and answered one after another: "This kind of competition is indeed not very entertaining."

"Yes, the mid-stage development period is too long."

"For newcomers who are unfamiliar with the game, this may create a barrier to watching the competition."

Mingyan tapped the table lightly with his pen, thus drawing everyone's attention.

"So, the question left for us is how to solve it," Ming said. "Today's topic is 'how to speed up the game pace and avoid matches from being too long.'"

One designer said, "We can buff early-game champions so they can do more. The current ADC development cycle is generally 30-40 minutes, which is too long."

Someone followed his line of thought and said, "Yes, we can reduce the cost of a batch of late-game items so that the ADC can develop faster."

"This is only a temporary solution; teams that like to drag out the development phase will still play a long, strategic game."

The crowd fell silent for a moment.

Mingyan suggested, "Then we should increase the benefits they can gain from fighting and reduce the benefits from strategic development."

"Yes!" someone blurted out, "Make each head more valuable!"

"Make towers more valuable, as well as each strategic resource. This is equivalent to encouraging players to fight each other, or to push lanes and then destroy towers quickly."

"Moreover, lane pushers are easily ganked by the jungler, which is also a way to trigger early to mid-game skirmishes."

My mind was immediately opened up.

Ming nodded approvingly.

The group continued their discussion around the central theme of "accelerating economic gains."

Ultimately, their conclusion was very close to Mingyan's original plan.

Give a large bounty to everyone who gains an economic advantage; kill this big guy and you can get a lot of bounty.

At the same time, a phased economic drop is added to the turrets. Every time a turret loses a point of health, the surrounding heroes gain an economic reward.

In addition, all jungle monsters, dragon resources, and gold from race cars have also been increased to some extent.

By making these adjustments, they expect to eliminate a large number of situations where businesses only operate without engaging in direct competition.

Aside from ADCs whose design philosophy is specifically aimed at dragging out the late game, most heroes will gain a certain level of combat power in the early to mid-game.

If the next update to League of Legends is successful, the average game time will be reduced.

The number of kills will be even greater!

Make the matches more exciting and casual games more thrilling.

This is why the designers at Blue Star Studio wanted to watch the game.

They certainly aren't just watching for fun like the general audience.

Only by having a thorough understanding of the game, observing both high-level and low-level matches, and experiencing the corresponding enjoyment can one discover potential problems and make better designs.

Besides the competition itself, Mingyan also led a team to observe the overall viewership data.

At the start of the competition, due to push notifications, the number of viewers was the highest—quickly reaching the tens of millions.

The ratings dropped slightly during the opening performance, the host's speech, the contestants' appearance on stage, and even the BP segment.

But once the competition started, the viewership ratings soared to their peak, exceeding 100 million views across the entire network, which is equivalent to a prime-time TV drama.

After the competition ended, the audience dispersed, as not everyone was interested in watching the Q&A session with the contestants.

This episode of the advertisement had quite good viewership and conversion rates.

Even before the finals were over, sponsors were already expressing their desire to continue their partnership.

The small advertisement for "Card Alliance" that Blue Star quietly inserted attracted even more attention.

The two commentators, having only received a brief indication, casually remarked, "I heard that a game with the same IP as League of Legends has been released on Earth."

"It seems to be a small game called 'Card Alliance,' do you want to play it?"

"It's a game from Earth, so I definitely have to try it out."

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