Back at the studio, Chen Mo received some internal materials from Bai shunhua.
This was a research report written by Bai shunhua last year after she went abroad for an investigation, for the reference of the internal staff of MG e-sports club. It had a more detailed analysis of the current development of the game industry in various countries.
Bai shunhua repeatedly told Chen Zhao to keep the item to himself and not spread it around.
Chen Mo’s identity was a bit special, he was not a competitive esports player, but as the designer of League of Legends, he had been a great help to MG Esports Club, so Bai shunhua was trying to show her goodwill.
However, Chen Mo didn’t think that the materials were that valuable. After all, foreign e-sports clubs didn’t run away. As long as the local clubs were willing to spend money to investigate, they would be able to write down the materials.
Chen Zhao looked through it.
The esports industry overseas was basically the same as in his previous life. The US, Europe, and South Korea were all developing well and had a good foundation. There were a few established clubs.
Of course, just like in his previous life, Korea in the parallel world was at the forefront of the e-sports system.
The concept of “leading” didn’t refer to results. After all, no matter how strong the e-sports industry was, it couldn’t dominate all types of games.
In terms of e-sports results, Legion conquest had completely become a game dominated by Korea. In some FPS games, Europe and America were slightly better than Korea.
There was a special case in Warcraft, where the Chinese server had the best players, followed by the Korean server, and then the European server. This was related to the fact that Warcraft was the first to be released in China, so there were many players, the ladder was perfect, and it started early.
In terms of results, parallel world’s Korea e-sports was not as dominant as it was in his previous life. There were many events that could not be helped up, but the level of professionalism was almost the same as in his previous life, which meant that it still had great potential.
When the e-sports clubs in China, Europe, and the United States were still fighting for themselves, Korea already had an e-Sports Association and a perfect competition operation system, as well as standardized management of players.
The combination of National cultural orientation, support from the upper class, social recognition, professional management, and standardized competitions had always maintained the exuberant vitality of Korea e-sports.
The president of the Korea e-Sports Association was a Member of Parliament, and his responsibility was to fight for the position of e-sports in the Parliament, such as television broadcasting channels, popularization of the country, and so on. The Vice-President of the Association was a representative of the upper echelons of the company. They did not participate in the management, but they still had a very significant influence.
The establishment of a professional club was an investment by the company, not the boss’s personal action. The manager of the club was an employee of the company, not just an e-sports club’s employee.
This model was to give all the players and employees a kind of protection. If the company gave up the e-sports club, these e-sports players would still be employees of the company. The company had to protect their work interests. Even if they were to be laid off, they had to follow the labor law.
Therefore, even if some of the second-tier teams in Korea couldn’t make any good results, they still existed and persevered.
In fact, Korea e-sports had completely gone beyond the scope of playing games. The only purpose of its existence was to win the championship, which was a very stressful job.
Professional Espers are all about profit. If they can’t win the championship, they might even give up a certain game project and invest all their resources into a project that is easier to rule.
In this document, Bai shunhua also emphasized the development model of e-sports in Korea, and summed up many parts that could be used for reference.
……
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Chen Zhao finished reading the internal materials.
The materials only helped him understand the current development of e-sports in various countries around the world, but he didn’t have a use for it yet.
The promotion of League of Legends definitely wouldn’t happen overnight. In Chen Mo’s previous life, it took three years for League of Legends to become popular all over the world, and it was the result of countless people’s hard work. The situation in the parallel world was even more complicated, so it was impossible to make League of Legends popular all over the world in a year or two.
However, Chen Mo was different from fist games. Fist games only needed to keep updating League of Legends, but Chen Mo couldn’t do that, he had to keep making new games.
After that, the promotion of League of Legends would definitely rely on various competitions. The game itself didn’t have much update content, so it would be fine as long as a few new heroes were released every once in a while and the game content was optimized.
This was going to be a long process, so Chen Mo planned to split the current staff into two groups. A third of the original team would be in charge of the daily operations and maintenance of League of Legends, while the new team would be in charge of future promotions and competition arrangements.
As for the others, they were working on new games at the same time. After all, time was precious to Chen Mo, as there were many other games that were just as fun and exciting to make.
……
In June, Emperor dynasty Entertainment’s new game, ancient catastrophe, started to be promoted and more and more information started to leak out.
They went with the flow and used the concept of “MOBA games”. Their slogan was “China MOBA, our own MOBA.”
The game was based on ancient myths and legends, with Huaxia myths and legends as the main theme and myths and legends from other civilizations as supplementary. The plan was to introduce 30 hero characters in the first version.
Emperor dynasty entertainment had many experienced videographers, and with a very successful game as a reference, the development of ancient catastrophe was very fast. It only took three months to complete the main content.
In terms of technical skill, the ancient catastrophe made by Emperor dynasty entertainment was not inferior to League of Legends. The only differences were the background setting and the way the game was played.
In terms of gameplay, ancient catastrophe had completely simplified League of Legends. This was mainly to further reduce the difficulty of MOBA games so that more people with poor skills could experience the core fun of MOBA games.
“Ancient catastrophe” removed the equipment and economic system, freeing the players from the boring farming process. They could now focus on the online battles and consumption, making the early game more intense and exciting.
At the same time,”ancient catastrophe” had added many new map mechanisms. After killing wild monsters, one could collect special coins, which could be used to activate the map mechanism to weaken the enemy’s heroes and defense facilities. This made the competition points in the whole game more diverse, no longer limited to big and small dragons and red and blue buffs.
Moreover, this game also took care of the feelings of new players to the greatest extent. The death data of new players would be hidden. After the enemy hero died, every hero who participated in the kill would be considered to have completed a kill. This was because this was a team game and did not encourage killing.
Moreover, without the economic system, there was no point in snatching kills. Wasn’t it great to record a kill for all the players who participated in the battle and make all the players happy?
Of course, they would only know if it was fun after the game started testing. However, from the information released by Emperor dynasty entertainment, the game was in full swing.
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