Chapter 62 Thinking

China, Shanghai

Just as Sano Yujun picked up the mouse and continued his battle.

Chen Mo, the editor of Youmin, put down his mouse and fell into thought.

In front of him, on the computer screen, was a Word document filled with text.

To be honest, when he started writing the gameplay version review of "Final Frontline", he really didn't expect that he would write so much.

Moreover, the more he wrote, the more he wrote, and the more emotional he became.

With that in mind, he put aside the Word draft he had already written and started a new document.

This time, instead of writing a draft, I started editing the main text.

Keyboard typing.

"If I were to evaluate Final Frontiers version 1.05, I would say that it is definitely a version well worth playing, and even for Final Frontiers, and even for the entire Chinese gaming industry, it is a very important update."

"Many people may think I'm exaggerating, so I'd like to take this opportunity of the major update to Final Frontier to talk about whether Final Frontier will become the benchmark for the next generation of games."

After typing that sentence, Chen Mo paused for a moment.

The reason he had such feelings was that throughout the entire test of "Final Front" today, he felt that something was wrong.

This feeling of unease had been swirling in his mind ever since the trip began.

It wasn't until the game ended that he reviewed all the drafts he had written and finally found the problem.

Something's not right here.

This draft, surprisingly, is entirely a description of the gameplay of "Final Battlefront".

At this point, many people might find it strange. What's wrong with this? As a game editor, shouldn't you be reviewing gameplay?
This is certainly true for single-player games.

However, this is not the case for an online game.

The gameplay of online games is actually quite boring; most games are just reskinned versions of each other. If you write an article entirely about gameplay, no one will read it.

Therefore, under normal circumstances, when writing about new versions of online games, Chen Mo would dedicate a large portion of his writing to the updated pay-to-win system in the game, using various figures and actual experience to analyze whether these pay-to-win features are worthwhile.

This is the normal kind of news; manufacturers like it, and online gamers read it too. To put it bluntly, it's essentially "sales guidance."

But "Final Frontline" is completely different. From beginning to end, Chen Mo went through all the drafts, and there was only one new piece of content about in-game purchases: season acceleration scrolls.

Following the usual practice of "shopping guides," Chen Mo also defined this acceleration coupon.

"If you're not a hardcore gamer, you absolutely must buy this!"

"If we do a quick calculation, if it normally takes 40 days to get the season rewards, then those who bought the acceleration package can get all the rewards in half the time."

"Furthermore, I strongly suggest that the official release another PVE package. I'm starting a new team now, and I really need a VIP package that gives 150%... or even just 120% more resources!!"

The entire article, apart from these two sentences that mention spending money on in-game purchases, only mentions spending money on in-game purchases.

There were no other in-app purchase systems. The entire review felt more like a review of a single-player game.

He even felt that if the PVE part of "Final Front" were separated out...

This is a pretty fun roguelike game based on auto chess.

Normally, the fun of a game decreases once it becomes an online game, but "Final Battlefront" is the opposite; it actually becomes more interesting after being made online. Take rankings and seasons, for example.

As a domestic editor, Chen Mo has seen at least eight hundred, if not a thousand, online games. Rankings are a valuable resource.

Many domestic online games can make a fortune simply by relying on a ranking system.

The most outrageous thing he had ever seen was a game with fewer than 1000 daily active users that relied solely on a ranking system, all because two guilds owned by wealthy players were vying for first place.

It can still generate over 100,000 yuan in revenue per month.
The game's dozen or so developers work every day developing the game while simultaneously acting as shills for the two bosses within the game.

At that time, Chen Mo smiled wryly and said to another homeless editor.

If a game like this can make money, then who in China still puts their heart into making games?
Since then, every time Chen Mo sees a game with a ranking system, he thinks of this matter.

However, this time, Chen Mo suddenly felt that the ranking system itself was not a bad system, but rather depended on how you used it.

The ranking system in "Final Front" is clearly superimposed on the PVE and PVP season systems, using rankings to further enhance user engagement.

What's even more remarkable is that this ranking also incorporates a global ranking system.

Although they are all rankings, you know what, when you search for users with similar rankings, you see a string of IDs that are clearly Japanese players.

Chen Mo inexplicably sighed again.

"This game is amazing..."

But in fact, after saying that, he couldn't figure out exactly what made this system so amazing.
At last.

It is also the most important.

Chen Mo said that this version is the most important version after the Final Frontline update because this version is not just about updating the gameplay.

They also set up the entire framework for the final battlefront.

According to the official website of Final Frontline, each major version update in the future will bring new storylines, new PVE maps, and new base gameplay.

Additionally, starting with the next major update, a rotating PVP mode will be added, similar to the casual gameplay in League of Legends.

This means that from now on, the game "Final Front" will introduce new content, new characters, PVP gameplay, PVE gameplay, and a storyline every season.

According to the official statement, the initial season will update every 60 days, and the update frequency will be gradually reduced as production capacity increases.
Let alone after production capacity increases.

Even if we assume 60 days, for someone like Chen Mo who can only spare one or two hours a day to play games...

Log in every day and aim for a top-four finish in PvP, as there's an extra reward for the first top-four finish of the day. If you're lucky, you can get it in just ten minutes; if you're unlucky, it might take half an hour.
If you get caught up in the game and play a few more PVP matches, an hour could easily pass by.

Then play PVE.
Given the current difficulty of PVE maps, one hour a day might take ten days to half a month if you're lucky, but if you're unlucky, or if you're a new player, you'll have to start from scratch.

I really don't know when that will happen.

It's very likely that you'll play every day from the beginning of the season until the end, just enough time to experience all the new features, and then you can seamlessly transition to the new season.

Conversely, this is because there are PVP and PVE as a foundation.

Therefore, StarCraft games do not need to update seasons so frequently.

Just like League of Legends, where a season lasts 10 months, and Honor of Kings, where a season lasts 3 months, both games can retain players.

(End of this chapter)

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