Page 78
Page 78
Then, as the energy below accumulated at a steady pace, one card marked with a star lit up first, and then all the other cards lit up quickly as well.
This is the second mechanism in the new battle system: players accumulate energy bars over time, and once they reach a certain level, they can directly release cards.
As soon as the card lit up, Lin Li immediately selected a Saber card and played it, and the corresponding character began to execute the card's skill.
This is a support-type buff card. After Saber performs a beautiful sword flourish, she raises the sword above her head.
Below the portraits of the four Servants, a buff icon for increasing attack by 18% was added, and Saber's NP gauge was also increased by one bar.
As this card was played, another new card floated in from the right.
This is the second system. Since there are four characters, the cards are distributed at a certain time, which is convenient for players.
In the battle that followed.
Since he was fighting small monsters, Lin Li didn't have to do much; he just kept throwing cards.
You can discard one card and a new card will appear. You can also discard the card and spend a little time reshuffling the deck.
This caused a stir of excitement among countless players.
Because of the release of numerous cards.
Even though it was just fighting a few skeletons with slightly increased health [for demonstration purposes], the whole battle was still very well-done and a pleasure to watch.
"Lin Li is quite skilled. This modification not only enhances the visual appeal of the battlefield but also speeds up the pace and reduces the difficulty."
David was startled by the sudden sound.
Turning his head, he realized that Huang Wei from NetEase had somehow appeared next to him.
To avoid the older brother next to him who kept recommending the "battlefield girl" to him, Dawei got up and stood in the aisle next to the theater seats halfway through the movie.
Although standing is tiring, at least my ears are at peace.
However, when Huang Wei from NetEase also came over and stood next to him, it seemed that even getting some peace and quiet became difficult.
David glanced at Huang Wei but didn't say anything.
This is neither a seminar nor a salon.
But Huang Wei, who was standing next to him, seemed to have seen something interesting and couldn't wait to share his thoughts with someone, showing no sign of stopping.
"Look, his whole operation is completely random, but it feels really good. Moreover, the original card stats and material actions can be reused from the existing FGO system. Tsk tsk tsk, this way of resetting battles is really ingenious."
It is said that laymen watch the excitement while experts watch the details.
Producers of Dawei and Huang Wei's caliber can easily dissect Lin Li's combat style at a glance.
It was precisely because Huang Wei understood Lin Li's actions that he made a few more remarks.
"This approach is well-suited for adapting FGO. After all, it's impossible to completely remove all the existing skills, cards, and their associated combat stats. Reusing them is naturally the best option, and doing so can also retain players who struggle with combat..."
"Right now, the most discussed topic in our project is whether or not to simplify combat. I think Lin Li's idea is great—the combat should be visually stunning, but the controls should be simple..."
After listening to Huang Wei say a few more words, Dawei's desire to talk also arose.
“You’re all following different models. Onmyoji focuses on strong PvP, and this approach of simplifying the combat system is not suitable for you.”
Despite the current environment, many media outlets have been promoting NetEase, Tencent, miHoYo, and even Spark Games and Bilibili as competitors.
Months ago, they started promoting the idea that the Warring States period had arrived in the world of anime-style mobile games, and that it was a battle royale for anime-style game developers.
But in reality, besides normal business competition...
There is quite a bit of internal communication among employees of these major companies.
At comic conventions and even industry development conferences, people often communicate and exchange ideas with each other.
Huang Wei is one of the types of people in the industry who enjoy "communication".
Hearing what David said.
Huang Wei nodded and sighed.
"Indeed, we are not suited to subtraction."
Although Onmyoji is dressed up in anime style, its core mechanics are completely different from those of regular anime games.
Normal anime games, whether it's Battlefront Girls, FGO, or any other games you can name, are all based on PVE (Player vs. Player) gameplay.
Since it is based on PVE, there is no competition; the only difference between players is their progress.
Therefore, for a long time, the revenue of PVE-focused anime-style mobile games could not surpass that of conventional mobile games that focus on PVP.
Just like what Tencent said at the Chongqing Comic Con forum last time, traditional domestic games.
Taking Legend as a typical example, the core of its profitability lies in PVP, which exploits the weaknesses of players.
Maximize PVP by comparing, showcasing, and flaunting stats to attract players to spend money or gamble (for example, the classic enhancement system is a typical gambling-style gameplay).
At the same time, player-versus-player combat (PvP) is used to stir up players' emotions through hatred and the greed for killing and looting.
Then add some guilds and other attributes to complete the social packaging.
Using this kind of human evil to make a profit is actually similar to cheating people into gambling, and the money comes quickly.
In comparison.
A two-dimensional mobile game that uses PVE as its core is somewhat similar to profiting from human love.
While employing gentler methods, the game has also generally received better reviews than previous titles.
But with the progress of the times.
Anime-style mobile games that focus entirely on PVE are gradually being abandoned.
By 16, almost all anime-style mobile games had PVP systems.
Of course, in most cases it is offline PVP, which means dividing into attackers and defenders.
Players don't actually meet in person.
For example, the exercises of Ship R.
However, this mode, because it lacks the PVP feel (since it's not against real people), is difficult to evoke players' emotions and therefore has not led to a qualitative change in traffic.
It also failed to generate explosive revenue for anime-style games.
Chapter 102 Walking Your Own Path [Bonus Chapter for Recommendation]
This situation only changed after Honkai Impact 3 and Onmyoji.
Let's leave aside Onmyoji. Although it's disguised as a 2D game, its core mechanics still inherit the profit-generating core from the PC game era: strong PvP.
Players can directly battle each other.
As the saying goes, "fighting with others is endlessly fun." In this mode, if you lose a battle, you will want to become stronger, so spending money becomes a matter of course.
Honkai Impact 3rd, on the other hand, adopted a different model, namely a racing-style PVP.
This refers to the Abyss Battlefield and its associated gameplay.
Although it's a PVE monster-hunting game, there's a leaderboard. Players complete challenges in the shortest time, and by pushing for high scores and rankings, the top-tier players are guaranteed to spend money.
Others can finish in 50 seconds, but you need 60 seconds?
What should I do?
Spend money to upgrade your characters!
This approach, combined with selling powerful characters, maximizes the incentive for players to spend money.
With the advent of Genshin Impact, miHoYo went even further, taking the existing system and directly dismantling characters. They used the Constellation system to break down characters into fragments and sell them.
Therefore, looking at the mobile game market, why can a single anime-style game easily generate over 100 million RMB in revenue in 2024?
It's not that everyone has become richer.
Rather, it's because anime and manga companies have gradually figured out a methodology for making money from players' pockets.
So is this path necessarily the right one?
Actually, Lin Li's opinion may be correct, but it may not be.
That's right. For any business activity, as long as it doesn't break the law, making money is naturally a good thing.
Moreover, racing-style PVP can indeed provide a long-term goal for players who enjoy grinding.
However, this is not the case. FGO is a good example. Although FGO also sells characters, the entire game does not have any PVP system.
Note that it is absolutely none.
Overall, playing FGO felt like playing a single-player game.
There's only one interactive element: a support character, and sometimes the storyline even locks in support characters.
Forget about PVP, there's no online PVE like guild wars or team battles.
But FGO can still rake in a lot of money.
Of course, this doesn't mean that FGO was well-managed in its previous life, but rather that the FATE IP enabled players to emotionally engage with the characters outside of the game.
simply put.
A swimsuit for a regular character, and a swimsuit for Saber.
Which one sells for more money?
In other words, if FGO wasn't based on Fate...
They would have died countless times already.
This, in turn, also illustrates that there is more than one way to make money.
Many anime and manga companies in later generations saw how much money miHoYo made and tried to emulate them by splitting characters and selling mechanics, but few succeeded.
On the contrary, Azur Lane, which went against the grain, survived.
Lin Li was unwilling to follow in Lao Mi's footsteps, and the reason was simple: he had already started over, so why would he want to repeat the same path he had taken before?
If you're going to go your own way, then go your own way.
Making a second miHoYo will never kill miHoYo.
This is something Lin Li has been doing all along.
offstage.
Huang Wei and Dawei continued their conversation, while Lin Li on stage began demonstrating the next stage of the game.
It's the same battle interface as before.
But the enemy in the battle turned out to be... a Skeleton King...
Unfortunately, time was too tight, and Lin Li didn't have time to reset too many models, so he enlarged the skeleton after resetting it and created a Skeleton King to fill the space.
Of course, what the BOSS looks like is not important.
The important thing is the battle process.
Players noticed that Lin Li's actions became more refined when fighting bosses.
Although it's the same system, unlike before when he carelessly placed cards randomly, this time Lin Li clearly thought carefully about the order in which he released the cards, paid more attention to synergy, and timed the release of his Noble Phantasms very precisely. He even had to switch to his Master's skills from time to time to deal with the BOSS's skills.
Because it has become a real-time card battle.
While the character is attacking automatically, they can also be attacked by monsters.
Players need to pay attention to the health of the front row and use healers to raise the health bar from time to time. In addition, Linli has added an interrupt mechanism to the BOSS battle, which means that when the monster is casting a skill, you can interrupt the monster's release by using your skills.
The mechanism is not complicated.
However, the workload has increased. You need to heal, attack, and be careful to counterattack and interrupt while attacking.
The feel of operation becomes more natural.
"High-difficulty quests can be mastered through meticulous micro-management or simply overwhelmed by stats, while low-difficulty quests can be automated. FGO is now truly secure in the Chinese server..."
Huang Wei sighed again.
David nodded this time as well.
indeed.
This combat system doesn't seem to have much new to offer.
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