Chapter 297 (1/2)
No matter how worried Xu Qianshi is, the release plan of the Seven Kingdoms is a matter of certainty, and it is impossible for any change to occur due to external factors.
Time passed day by day, and soon it was June 1st.
Under the expectation of countless players, this epic, which costs more than 200 million and is jointly created by multi-national game design teams, has finally officially landed on the e-fun platform to meet with the majority of players.
According to the data published on the e-fun platform, the sales volume of ”Seven Kingdoms” broke through the million mark on the first day of its launch. According to the unit price of 199 yuan, the sales volume on June 1st alone is nearly 200 million yuan!
Although it doesn't make much sense to see the first day's sales of single game, we have to wait for the first week's sales and refund rate to judge whether the data of a game meets the expectation.
However, for the moment, both the reputation and sales of ”Seven Kingdoms” have reached the ceiling of RTS game. Even if it is too early to say that it is stable, there is no doubt about the dream start.
Hao Yun couldn't miss the new work released by his rival company. After learning the news, he immediately paid for one and downloaded the game to his computer.
”41g capacity... Something.”
As an RTS game, the amount of hard disk occupied is quite amazing. Considering the optimization ability of rice entertainment game R & D team, maybe this is the result of optimization.
Surprised, Hao Yun quickly entered the game.
After two hours of trial play, he finally has a preliminary understanding of the game.
First of all, the play.
The whole game is played in the same way as most popular RTS games on the market, except for resource collection and building houses to build soldiers. Whoever blows up the opponent's base first will win.
There is nothing to say about this, just like most RPGs are the routine of upgrading.
In addition to the setting of the game, the background of the story is the fierce fighting between the seven overhead dynasties at the peak of the medieval continent in order to fight for the hegemony of the medieval continent.
Although it is a completely overhead setting, we can still see the shadow of reality from some details.
For example, in Yunzhou, located in the eastern part of the medieval continent, the weapons and clothing of the soldiers were obviously based on the history of Xia state, and the monarch also claimed to be me. The warriors, armor and weapons of the rodoc Empire were all Germanic warriors copied directly. In addition, there are longbowmen in the kingdom of Kadia, camel cavalry in the emirate of Kule... Basically, they have appeared in history.
In addition, I don't know if Xu Qianshi is addicted to the concept of ”sandbox”. He tasted the sweetness from the assassin's biography of Daming, and directly moved the concept to the seven kingdoms.
Abandoning the traditional RTS game level type campaign mission, the Seven Kingdoms campaign mode directly uses a vast overhead continental map as a strategic map.
Players can not only freely choose the camp to start their own way of conquest, but also decide the development strategy of a country at the strategic level, and decide the attack route according to the resources and value of each province on the map, even the resources invested in each campaign.
When the battle is triggered, the player's perspective will switch from the strategic map to the tactical map, and this part of the game is basically the same as the encounter mode.
In addition, ”Seven Kingdoms” also has a pioneering place, that is, in the strategic interface, players can not only decide to invest resources in a war, but also customize the equipment of the arms.
If you want, you can even put a long bow on the farmer's name and a crossbow on every cavalry. But the cost of doing so is also very obvious, the unit cost and training time will increase a lot.
Objectively speaking, there are many highlights in this game. Whether it's custom arms or non-linear campaign mode, it's a very pioneering idea.
However, the problem of such innovation is also obvious.
That is, too many elements lead to the rhythm of the whole game is a bit too hip.
For a player, the first ten hours of the game experience is undoubtedly excellent, freshness can cover up many problems. However, when the freshness is over, many problems will be exposed.
For example, the non-linear campaign promotion method seems to enrich the content of the game on the surface, but it becomes a kind of torture after a long time. The average time of a campaign is about an hour, and it takes 30 minutes to push it quickly. However, after so much time, what we get is only a small step forward on the strategic map.
Hao Yun roughly estimated that if he wanted to fight from Yunzhou to the capital of the rodoc Empire, he would have to win at least 20 battles. According to one game per hour, that's 20 hours.
It is conservatively estimated that it will take 120 hours to wipe out all the other six countries. This does not include the preparation time for the strategic stage and the time for the plot. If it is included, it will take 200 hours at least.
If you can spend 200 hours on a game, it's iron powder.