In the past two years, the domestic war chess game has been quite lively. Although there are many products, each game actually has its own way of playing, and in the gameplay category of cover shooting, "Girls' Frontline 2" is undoubtedly one of the best.
The game quickly reached the second place on the iOS free list on the day it was launched on December 21. This achievement is not only an affirmation from players, but also an answer to the market, relying on the deep cultivation of war chess gameplay, "Shaoqian 2" has made a different level, and has its own style in art, gameplay and publicity, and finally successfully stood out.
The game not only did well on the iOS platform, but also won the first place on all major Android platforms, what kind of form would such a game want to show players?
Art vigorously produces miracles, and the details are real
1.Vigorously: Focusing on PBR+NPR technology, creating a high-end audio-visual experience and expressing high-precision two-dimensional roles
"Shaoqian 2" is one of the few games that focuses on realistic two-dimensional rendering style, the game combines PBR+NPR technology with the next-generation art rendering style, and with the atmosphere of gray and yellow tone in the wasteland style, it strengthens the sensory cognition of the game's wasteland style.
Under the bright color picking style of the two-dimensional beautiful girl celluloid, the game can enrich the material performance with realistic light and shadow effects and physical logic, which is especially obvious in the material of the character's clothes, the texture of the fabric, the thickness of leather and light yarn, the reflection and the material are very different.
Rich texture performance,It is especially obvious on the character Tololo such a rich material presentation,Not only greatly improve the fineness of the picture,At the same time, it complements the theme of the game,The game has a very prominent play on the ordnance、Steel material and mirror reflective effect,With the game's gray realistic tone,The picture has a very high sense of hierarchy,Some scenes even have a next-generation visual effect level,This is a very rare presentation level in the field of second games。
For example, in the base screen at the beginning of the game, the color effect of mirror reflection is very gorgeous, and with such a realistic rendering foundation with a rich sense of color and a strong sense of layering, the game can also output a better plot performance. In line with the graphics, the game also pays attention to various camera switches to achieve a strong enough narrative appeal, especially the use of tracking shots, which greatly improves the sense of substitution of the performance, so that the game not only has a cinematic audio-visual experience, but also has a strong interactive effect.
This kind of interactive effect improved according to the performance can also be reflected in the actual battle of the game, not only the battle performance is also seamlessly switched with a variety of shots and the war chess map, and the game even takes into account the scene-driven effect, making the environmental changes of the four hours of day and night to bring a richer experience to the game's combat presentation.
Four o'clock day and night environmental changes2.Details: The details of the ordnance design are in place, and the character interaction experience is diverse, which perfectly hits the needs of players
2.1. Sufficient attention to the details of the ordnance design
The game is very serious about the ordnance and equipment, not only to have a high degree of realism comparison with the reality references, but also to take into account the interaction and gameplay between the characters, and to consider the use and performance effects in the game.
For example, the main guns of the game** are all restorations of several classic styles, but the game is more than that, and will also make some improvements in painting according to the color matching of the game and the character's character design. For example, the famous vepr12 shotgun in the game in order to adapt to the size of the girl, the body of the gun is miniaturized, and the yellow coating is made for the handle, bullet case and other positions, making the pure black gun much more playful.
The contrast between the game and the prototype, such as the design of the jeep, emphasizes both the heavy outer contours and the logical mechanical structure. At the same time, the interior design of the vehicle also takes into account the internal structure of the real vehicle to ensure that the design conforms to the proportions of the human body, so that the humanoid can easily enter the car and drive the vehicle.
2.2. Character interaction as the core of the second dimension
The game's excellent light and shadow effects are matched with exquisite and detailed 3D modeling, which has a strong ability to create an atmosphere, which is especially obvious in the game's maintenance room and lounge, especially the effect of the sunset light hitting the sofa in the lounge, and the blessing of warm light brings a great warm atmosphere to the mode of getting along with the commander and the humanoid.
The way Less Front 2 highlights the characters doesn't stop there. The game also designs a variety of interactive performances for the characters, each character has 5 exclusive actions and small action differences in various details, such as some interactive animations for the characters and various props, which can create the character differences with small and large, giving players a peek at the role.
Secondly, the game also highlights the role of 3D space, and flexibly uses the freedom of the camera to greatly improve the interaction level of the game, such as the random switching of the main interface and the change of perspective, which can give players a strong sense of substitution. At the same time, the game can use the 360-degree high-precision camera following method to do a variety of ways for commanders to get along with humanoids, and better capture every detail of humanoid lifeCombined with various touch-based interaction modes of human shapes, it brings a strong sense of realism.
Gather 3D advantages, focus on cover and complex numerical style of war chess gameplay
The gameplay of Girls' Frontline 2 is based on cover shooting.
Compared with the style of general war chess games, the cover gameplay is a defensive war chess mode. Offense is both defense, and each round of the game must be matched with the act of "finding cover to protect yourself" as a strategic need. Therefore, the experience of bunker shooting chess is more about how to break through the protection of bunkers, and how to provide players with more means of breaking bunkers in addition to the design of attacking enemy units in a more effective way, which will make a significant difference in the experience of the game.
Focusing on this 1 point, the game has made 3 mechanics for players to combine and use.
1.The game has designed a set of mechanics with large fluctuations in numerical impact to create a spillover effect of damage.
This large numerical influence mechanism is called the "Steady-State Index", and the player can break through the defenses of the enemy by reducing the enemy's steady-state index to form a numerical trade-off, so as to hit a large numerical difference.
At the same time, compared with the slow-paced problem of passing chess, the use of greater numerical fluctuations as a breakthrough point can also compress the length of the war chess game, so that each game is limited to a few rounds, making the game experience more in line with the ecology of mobile games.
Introductory note on the steady-state index in the game2With the cultivation collection system as a breakthrough, a set of mechanisms that rely on cultivation to increase damage are made according to the positioning of various positions of professional soldiers, support, defense, firepower, and sniping + the assembly and matching of weapons.
In the game's development system, the combination of accessories not only has numerical differences, but also various gains in different accessories, and the attributes of accessories can be improved through fine tuning, thereby affecting their attack, defense and other values.
In contrast, the character development system is more complex. Each character is equipped with a basic attack, 3 active skills and 1 passive skill, and with the five bullet restraint effects, the difference in the restraint effect of different characters' skills and attributes will be magnified.
With such a design, the game's development system needs to consider the special circumstances of each game, give priority to the order of strengthening the characters, and consider the matching scheme of the character squad. For example, enemy units with a large number of acid-etched weaknesses can use character skills such as Namersis's "Asterlist Chase" that are good at breaking acid-etched weaknesses to perform attribute restraint strategies, etc.
According to the position and skills, the restraint of each enemy unit is arranged, which successfully brings strategy into the development system, so that how to match characters to get a larger battlefield buff is superimposed into an easy-to-learn and difficult mechanism, giving players a mechanism that can be tried and learned for a long time, so that players have a stable game goal in the long-term operation of the game experience.
3.With a 3D sense of space, the cover is more unprotected and can face both the enemy and the enemy.
Generally speaking, a 2D map is a flat 4-way map, and if there is cover in the way, the space and field of view that can be attacked will be very small, only one or two directions. The 3D scenario expands the space outside the cover, allowing players to take advantage of the vast expanse outside the walls to detour behind enemy units and on defenseless sides to launch a sneak attack on themAt the same time, the surplus of 3D space also lies in the liberation of the upper and lower space, and the game uses a variety of upward and downward attacks to bypass cover and attack, such as the "blast bombardment" skill of lightning in the game is to achieve area damage by projection.
In addition, the 3D scene has no dead ends, which allows you to observe the global map more freely, providing players with more mechanisms to observe different perspectives of the cover, making it easier for players to take advantage of the three-dimensional map. At the same time, different map effects based on the changes of day and night seasons can also affect the values and mechanics of the actions of the war chess characters.
In the same scene, the perspective of 3D space is used to shift and observe these changes, which make the game's cover shooting game gameplay unique, and integrate the cover shooting gameplay from the three routes of numerical drive, cultivation system and 3D map reform, so that the game can not only be full of personality, but also ensure that the game has a certain reference value in the secondary game market, showing how the game can make the 3D map, gameplay and cultivation natural and reasonable in the 3D wave.
But only highlighting the gameplay can not make the game completely break through, the game needs excellent publicity to maximize the value of the game, in this regard, the announcement of "Shaoqian 2" has taken a step ahead, and is in preparation for the expansion of the value of the character's IP.
Highlight a new approach to role publicity
There are many forms of publicity for the second game, including games that focus on gameplay tags, and also publicity and distribution directions that highlight the world view style and attract players with script features. However, the publicity method of scattering is very direct, and the role is used as the center of publicity to promote, which is currently very good.
This kind of publicity and distribution of prominent character creation can be simply divided into old methods and new methods.
The old method is based on the common Q version of interesting content, four grids, community emoji interaction, and the ** that reflects the joyful daily life of humanoid characters, and this publicity and distribution method has always been a more accustomed means of promotion for the second game. This method can not only stimulate the interaction between players in the community, but also give players a way to get familiar with the role in a relaxed and pleasant way, and strengthen the recognition of the character in the minds of players with a lower cost and threshold.
The meme offensive is also a very traditional means of publicity, and the new method is a new way of thinking.
After the open beta of the game, a lot of emotional interaction content such as humanoid meeting day H5 and humanoid special communication activities was introduced, such as the ** that was updated on December 22 called "[Turbulence · Pavilion] - Peritia Listen to the Wind".
This kind of content is similar to the propaganda of the past, but in fact, the core of the two is completely different. There are two main ways to promote common characters, one is the traditional worldview story to highlight the image of the character, and the other is to enrich the other side of the character's personality that is different from the main line with a large amount of content in a relaxed daily life.
However, no matter how the above direction is done, the characters still stay in the world of the game, and there is still a distance between them and the real players, and there is a lack of mechanisms to meet the close contact between the player and the character. What the game wants to do is to liberate the characters from the structure of the game and get close and personal with the player with a separate image. At this time, the game's excellent realistic rendering effect and 3D performance level enable the game to complete such publicity at a lower cost and better effect, which meets the needs of the game to break the barrier.
The new game promotion method has been fully prepared, and there is still a high update frequency after the open beta, which undoubtedly jumps out of the comfort zone of publicity, but the impact is far-reaching, which is not only for the temporary popularity demand, but also conducive to the assetization of character IP. When the individual image of the characters jumps out of the game and brings enough impact to the players, then it is logical to take out these valuable characters and build multi-** planning and peripheral development around them, under this marketing strategy, the IP territory of the game can be expanded to a very large scale.
If this first step can be successful, the IP route layout of "Girls' Frontline 2" for the second game will become a very good sample.
Summary
As one of the second games that has gained high attention from players, "Girls' Frontline 2" shows how a game can recognize itself under the influence of the tide, pierce the barriers with the most advantageous sword blade, and achieve its own unique track.
Later, further thinking about the means of publicity and distribution also made the game occupy an advantageous position in the current market with increasing scale. While being able to maximize its own advantages, it is also necessary to take a step forward and step out of the comfort zone to see new scenery, which is a new message that the game has left to the current market. (Wen Maruko).