01-02 2020   10:26:23

Can the main "hardcore" games get a share in the SLG market?

History has always been an object of keen nutrient extraction in war simulation games. Creative Assembly ’s new historical war series "All Wars Three Kingdoms" is particularly well received on steam, and the "Three Kingdoms Strategy Edition" is hot in the domestic market, all proclaiming "history "War simulation", as a difficult and difficult type, can also become a popular category.

CA-the British who knows the three countries best

However, there is always no place to cover the subject matter. For example, we rarely see a war simulation game to depict the chaos of the hundreds of schools in the Spring and Autumn Period and the Warring States Period. On the one hand, the main body of the war in the Warring States period is numerous and the relations are complicated; on the other hand, the dehistoricalization and romance of the history of the Warring States in the minds of the Chinese people is far less than the impact of the Romance of the Three Kingdoms on the theme of the Three Kingdoms.

However, after being silent for some time on the App Store in November, the Warring States Puppet rose quietly this month. It not only topped the paid list many times, it has remained at the TOP5 position, and it also brought a series of first-generation works. "Peak Country War-Kyushu" is returning to the top 10 of the paid list. This SLG series marked "You may not understand" on the download page, why is it a sudden rise? How did you gamify the complex and intertwined view of history in the Warring States Period?

"We don't want to lie to you, you may really not know well"

First, at first glance, this is an ordinary SLG, even a bit "earthy"

The "Warring States" series comes from the unfamiliar hand of Rui You. This team composed of backbones of well-known game companies such as Jinshan and Melon has always been enthusiastic about hard-core war strategy games. They must not only create a serious and cruel Warring States Society must restore history in details.

When you first see "Warring States Warrior", you may not see any clues. In the initial stage, players are the same as previous SLGs. After choosing their own faction, they arrange the basic building output resources in their main city, and then recruit troops and expand their positions. The game also uses the current popular card system of generals. The generals are divided into cards of different qualities and given different skills and values.

Common main cities that make people a little aesthetically tiring

Maybe you can feel some sense of disobedience from the card faces of the generals in "Warring States", because these card faces are mostly simple and rude, there are no exaggerated special effects or monster elements, and there are no exposed female characters to attract the attention. Looking back at the fantasy Warring States games that have appeared in the past, this simplicity is even today with a bit of "earth flavor".

The design of the generals' cards also has a distinct historical allusion.

The game ’s PVE mode, the Biography Mode, uses different idioms and allusions as carriers to carry the corresponding historical stories.

It ’s just that the game ’s battles are not like the “Three Kingdoms”, which focuses on the history of heroes. Most of the time, your generals are just a square array, and you ca n’t control their course of action in real time. . After the war, there is no other interaction except to control the accumulated action points over time to release the skills of the generals. Even the skills of the generals cannot control the direction and distance of the release. You have to wait until the array moves to the precise range of the skills to enter accurately. In order to play effective operations.

So far, "Warring States Warrior" does not seem to be much different from the mainstream slg on the market, and even can only reach the level of the average line, but what I did not expect is that this is just a moment of tranquility before the storm.

Second, the real model of national warfare brings an atmosphere of tension and war

After giving pointers in the main city, the system guided the author to the national battlefield and sent his first team to the front line. The author dispatched the veteran Lian Po (S-Class) and a group of generals he had just drawn to the battlefield.

About half an hour later, the author was completely in chaos.

In front of me, there is only a poor birth place, and a vast and crisis-prone continent. The biggest selling point of "Warring States" is the spread of the national warfare mode. The huge world map is full of red dots. Those are the capitals and bases of hostile countries. The lines on the entire map are intricate and complicated. On-going battles; players in the same power country are reclaiming resources on the map, and some encounter enemies' ambushes on the road, and the prompts at the top of the screen keep refreshing the news of a certain camp's defeat ...

Do you see the dense red dots in the upper right corner?

A national war map of a fairly balanced and stable server, each force grabbing the territory

From the macro perspective, the national warfare mode of the Warring States Puppet shows the tense atmosphere of survival in the cracks of the small country in the Warring States Period. The player's start is humble like a dust. Any brute force on the map can be Troop formations pose challenges. The constantly refreshing global news makes the player's spirit tense at all times, because it is likely that the nearby camps have completed the accumulation of combat power and are about to come and annex their territory.

Third, complex interaction shaping makes this SLG harder

If the atmosphere of this battlefield alone is tense, then the complex and unfriendly interaction of "Warring States Warriors" will increase the tension of players all the time. Taking the author as an example, when I finally figured out where I was sending troops, and wanted to attack the nearest barbaric forces, after a while, I thought that I was planning a strategy, and I pressed the attack button without hesitation. Then he dispatched five generals without a soldier and one soldier, rushed to the positions of the barbarous forces, then passed the enemy, and ran into the nearest capital ...

The complexity of the interaction in "Warring States Warriors" makes it difficult to distinguish whether the production team deliberately did it or did not produce the guidance content at all. Players who want to dispatch an army first need to configure a number of generals, and then assign a soldier of the corresponding unit to each general and send it to the birth point.

This is not over. If you want to attack the nearest brutal force from the birth point, players need to send their troops to the nearest capital, and then send troops from the capital to attack; all interactions except the attack need to use the nearby capital . As part of the power state, players need to send a garrison to the capital (and carry a configured formation) to defend the capital. Want to run a business with the capital? Go back and build a new team; the nearby capital is surrounded by Xirong forces? Go back and create a new team to attack; the reclamation of resource points, construction of cities, trade in this city, and other interactions require players to deploy teams to go.

A seemingly solid city defense

Although these settings are logical in general, they are still unfriendly as a game content. It takes time for the army to dispatch to the station. If the player accidentally dispatches the wrong thing, the army will spend the return coupon to spend time to return; The wounded soldiers need to return to the main city to be treated with the medical building construction, and it will take time; the generals who have already been assigned can't dispatch the soldiers in their hands at will, they need to bring their soldiers back to the birth point and then dispatch ...

The offensive was actually trapped in the siege

With many designs, players must think twice about each step of their actions. Recklessly sending teams to expand often means being easily wiped out. The wounded were full of camps, and people from elsewhere rushed to the station quickly. The city was captured and the country was annexed. "Warring States" as a hard-core system design for mobile platform games, I was deeply impressed.

Fourth, can differentiation help the Warring States Puppets to occupy a place?

In the market, the mobile platform strategy game strengthens the guidance, allowing players to follow the prompts and click to play today. Today, "Warring States Warriors" is really in the national warfare, and all the guidance is no longer open to the players. Careful exploration, gang formation with players of the same force, and mutual help in construction are the only ways to survive, and this is also closely related to the design theme of the Warring States theme-carefully developing your own national strength.

In general, the Warring States Period embodies the unique atmosphere of the Warring States Period background, and its most special place lies in the angular design of the system, the high penalty for failure, and the incomprehensible system composition. "Warring States Warrior" is different from the mainstream SLG on the market and attracts the players' attention by means of a differentiated experience.

Of course, the system design of "Warring States Warrior" has not always been a dumb look. In the construction of these traditional SLG links in the player's main city, "Warring States Warrior" still prepares fool-like guidance and gold points that can be used to accelerate the construction of props The general card mode also allows players to have a clear quantitative standard for understanding the battle.

At present, "Warring States Warriors" has achieved good results, but as a paid list player who priced at 1 yuan to play, "Warring States Warriors" and those free list SLG hegemonies are obviously not in the order of magnitude. However, on the other hand, "Warring States Warriors" also conquered a group of hardcore gamers who love more decision-making depth, providing some reference value for this subdivision that has skyrocketed in popularity this year.