On May 16, the heroic action mobile game "Honor of Kings: Dawn of the Stars" (hereinafter referred to as "Dawn"), developed by Tencent Tianmei Studio Group, suddenly launched the "Star Soul Battlefield" new gameplay experience server. It is understood that this It is a "chicken-eating" gameplay with the king hero as the core.
So far, Dawn has told two interesting stories to the market.
On the one hand, actual testing shows that the integration of King of Heroes and action chicken fighting is indeed feasible. Even if the new gameplay is still in the testing stage, we can still see the inheritance and personality of "Star Soul Battlefield": in this huge and free world In the King of Kings map, players can freely choose and match King of Kings classic heroes and skills, and engage in fast-paced strategic action confrontations with three-person teams. Change the posture to play the king, and use another way to open the chicken game.
At the same time, when we look at the pace of Daybreak, we can see more signs: the R&D team uses continuous cold starts to promote the iteration of a hot product, and expands the gameplay dimension with a clear rhythm; and "Meteor Butterfly Sword.net", "Martial Arts Yi" and other vertical OGs (Internet slang, that is, veterans/pioneers) engage in authorized co-creation, equal dialogue, and also learn from others to grow.
Four years after it was first exposed, Dawn is still standing in front of the large and complex users of King IP, thinking about the problems of supply, demand and experience. The bad news is that the perfect answer is still being explored; the good news is that this derivative product already has preliminary ideas for solving the problem: through the interpretation of the king element, more users can understand the animation category, and then through the continuous development of new categories Added to meet the diverse and complex needs of users.
In this line of thinking, Daybreak is becoming an action-playing paradise for king players outside of MOBA.
King of Kings starts a group again, familiar and surprising
As a new gameplay in Breaking Dawn, the most prominent feature of "Star Soul Battlefield" is to allow King of Kings players to experience it in a more comfortable state It’s fun to play outside of MOBA.
There is no eternally effective method in a business story. For many IPs, the methods and paths that led to success in the previous stage often create challenges for the next stage of development. The same is true for "Honor of Kings". It has captured the public's desire for fair competitive MOBA and has become a national IP; at the same time, the huge user base has also put forward more complex, diverse and difficult to reconcile demands. From the addition of different models in the early days to the launch of Wanxiang Tiangong in 2019, which emphasizes co-creation, Wangzhe has been trying something.
The "Star Soul Battlefield" updated at dawn this time is not a separate innovation. Its earliest creative prototype comes from the "Hero Free Competition" mode launched in "Honor of Kings" in 2018 - Border Breakout.
The original intention of its design is to allow the hero of the king to gain a bigger stage, so that players can feel the same quality as "Glory of the King" in a freer world , but a more fresh heroic action competitive experience.
In the Star Soul Battlefield, players can already use the most familiar "king posture" in each game session to understand and experience the new fun of eating chicken with their friends.
·Tricycle team, dual hero switching
During the game preparation stage, players can team up with 2 friends and compete with the other 15 teams. This means more frequent real-time team battles and more excitement. If you want to win the game with your teammates, you must also rely on a reasonable combination of heroes and skills.
In the game, each player can bring two heroes to fight at the same time, switching at any time to create a variety of coordination, achieving a combat effect of 1+1 greater than 2. The hero combination can also be flexibly changed according to the battle situation, and other heroes can be obtained by picking up the treasure box halfway.
If Xiu loves a duel, bring Yunying + Shangguan Wan'er. First use Wan'er's skills to gain enhanced sprint, Feitian will cause burst damage, and then switch to Yun after the skills are interrupted. Ying, two stages of hegemony create a gaming advantage. If you want to pull it safely, use the shooter duo of Hou Yi + Sun Shangxiang. Hou Yi will stun, and instantly switch to the eldest lady to use roll to trigger enhanced attacks and full AOE damage.
·You can understand it at a glance, one-click ultimate move
At the same time, players don’t have to worry about becoming “experience babies” (Internet slang, referring to being controlled at will by experts because of unfamiliarity and handicap) novice players). The hero skills and positioning here are the same as the classic design of the King. Even the new elements have an appearance that players are familiar with.
I was a little confused when I first saw the "Star Shuttle", but when I heard that it was the power of "Zhuang Zhou Mengdie", I knew that it was an "aircraft" that pointed where it went and could help with displacement. In the same way, the Bian Que potion on the ground means poison and stay away; the defense tower still demarcates the boundary between safety and danger; when Hou Yi saw Li Bai drawing circles, it was the best course of action.
In addition, players can also equip a star soul skill in addition to the hero's own skills. If they want to save lives and heal the wounded, they can choose Cai Wenji's treatment and Da Qiao's teleportation; if they feel hurt and burst are not enough, "Red Daddy"'s damage increase and Zhuge Liang's Vitality Bomb can also solve the problem. Through star soul skills, more familiar king elements can accompany players in new forms, adding more strategic dimensions to the gameplay.
·Taunting in front of the tower, sneak attack in the grass
In addition to the inheritance and development of heroes and skills, "Star Soul Battlefield" also retains the defensive towers in MOBA , grass and other important mechanisms. Among them, the defense tower is still an important gaming point in the game: it delimits the safe range and automatically locks the enemy into "justice from heaven", which increases the uncertainty and strategic depth of the game.
Ambush in the grass and teamwork are also interesting under the new rules - is it a scientific collaboration with two people developing in the tower and one person remotely releasing the wind? Or simply get stuck on the edge of the safe zone and be a threesome in the grass It's up to the player to choose whether Jay forms a group or lies on the ground.
·Audio-visual upgrade, full of splendor
In addition to the gameplay, the innovation of "Star Soul Battlefield" also lies in the new audio-visual performance effect.
On the one hand, the battlefield has changed from a bird's-eye perspective to a free perspective. Here, you can see the new postures of Li Bai and Hou Yi jumping and gliding; or you can gain stronger strength in the more three-dimensional performance of their skills and special effects. Feeling good. Just like in real life, change the perspective and the world will look very different.
This means that two-dimensional team battles will turn into three-dimensional team battles. While retaining the unique mechanism of the king, players will be able to see the brilliant performance of classic skills in three-dimensional space, and Three-dimensional defense and other adrenaline-filled high-light operations provide a unique action experience.
On the other hand, Star Soul Battlefield also deeply inherits the classic IP elements of the King, and uses the original voice, soundtrack, and scenes of "Glory of the King". At the same time, the entire map is based on the original desert map art style of Border Breakout, and further adds design themes such as Chang'an/Jixia that are close to the world view of the King's IP.
Jixia scene
Chang'an scene
Category OG co-creation, locking the direction of innovation
Over the past many years, “Honor of Kings” has continued to explore multiple categories.
The R&D team responsible for Star Soul Battlefield this time has rich experience in the development of action games and large map scenes in the past, and has the professional and technical capabilities to run through the entire R&D chain and support the implementation of large-scale and heavy-duty games. At the same time, the team has always maintained an open attitude towards the outside world, and has had conversations, exchanges and joint thinking with the R&D teams of other well-known action games on the innovative development of the animation genre. The "Star Soul Battlefield" also gradually took shape in this kind of co-creation.
In the early stages of research and development, the Daybreak team collaborated with the R&D team of the originator product in the domestic action field "Meteor Butterfly Sword.net" and the first domestic martial arts chicken game "Martial Arts Yi" Close and lasting communication has been established and an authorized co-creation relationship has been reached.
Two hard-core PC game OGs in the action genre, plus King of Dawn, which has rich experience in mass mobile games and is backed by national IP. The three parties started from different perspectives, combined their respective experience and thinking in the field of expertise, learned from each other's strengths and complemented each other's weaknesses, and jointly derived the development direction of Star Soul Battlefield, or the chicken-fighting mobile game. Among them, the three most common points are: balance, experience threshold and freedom. These theoretical results have also been initially transformed in the "Star Soul Battlefield".
In terms of balance, most of the existing chicken-fighting games are designed with traditional long-range weapons and melee weapons. It is easy to fall into the trap of "too strong because you can't touch it, or too weak because you die when you touch it." Breaking Dawn has canceled the weapon system, and based on the numerical balance accumulated by the king for many years, replaced weapons with heroes, making it easier for melee and long-range attacks to achieve fair confrontation.
In terms of experience threshold, traditional action games test the proficiency of skills, release timing accuracy and other abilities involving reaction and muscle memory, and the threshold for getting started is high. In this regard, Daybreak's hero and skill design is based on the king's experience, and has been designed to be more popular based on the needs of chicken-fighting gameplay, strategic depth and other requirements. For example, the trick-taking has been turned into timing control of hero switching and skill release. At the same time, breaking moves is relatively simple, and does not require too much testing of immediate reactions, but more emphasis on teamwork.
Finally, in terms of freedom, Breaking Dawn has also upgraded the traditional MOBA and action-type chicken-fighting experience. On the one hand, MOBA players can experience more free scenes and combinations through the free combination of dual heroes and multiple skills in the three-dimensional world. With the Star Shuttle, you can move flexibly without grabbing the wall; switching between two heroes can also interrupt the back swing, creating a smoother coordination effect.
On this basis, players no longer need to be stuck in relatively fixed strategies. Lying down, showing off, being stubborn, or being reckless can all be winning postures.
Currently, this kind of co-creation and experimentation continues, becoming an important driver for Daybreak’s continuous optimization and iteration.
Choose a dangerous road, start first
Back to "Breaking Dawn" as a whole, as a mobile game derived from the King IP, it has been widely concerned by the industry in the past few years. Players are looking forward to new experiences, and practitioners want to see new ways to update category experience and balance product user supply and demand.
For Daybreak, taking a path that no one has traveled is both necessary for one's own development and also a somewhat annoying "responsibility".
Fortunately, looking at it now, Daybreak has a preliminary clear direction: they are trying to break out of the traditional framework of a single "derivative new game", and under the vision of doing multi-competition, they are taking small steps along the way. Run fast, iterate through trial and error. On this road, experience servers such as this one are just tiny fragments of the vision. They will continue to appear, evolve, and eventually converge into a river one day in the future.
It is foreseeable that there will be bumps in this road. The recent rounds of cold starts have shown that the Daybreak team is maintaining a high degree of caution in the face of such a diverse and complex audience. They hope to build on their own advantages in action research and development and adhere to the direction of multi-player parallel operations so that every action enthusiast can return home happily. We are also worried about whether these innovative operations will make players feel uncomfortable due to intensity and rhythm issues, so the Daybreak team pays close attention to every player's feedback and suggestions.
Thinking, transforming, testing, and tuning, this is a long-term path that grows together with players. It starts at dawn, keep looking forward to it, and start walking.
The above is the detailed content of A new mode of airborne chicken fighting, this new game of kings is ready to compete with heroes to the death. For more information, please follow other related articles on the PHP Chinese website!