Chapter 119: Chapter : 118 : Like Me
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Once this zombie mode starts selling power weapons, it will inevitably affect the balance. This will allow whale players, who spend money, to enjoy the satisfaction, but the gaming experience for zombie players will not be as good, leading to a reduction in the number of players who choose to be a zombie over time.
After all, being a zombie is equivalent to being beaten, and it is the kind that cannot fight back. In "Resident Evil Resistance," although the gameplay experience of being a zombie is not as enjoyable as being human, the health points (HP) of zombies make them difficult to defeat.
Moreover, the overall game balance tends to favor zombies. In approximately seven out of ten games, players from the zombie camp will achieve victory. This is also a disguise intended to enhance the gaming experience for zombie players.
However, the situation will change once pay-to-win elements are introduced regarding firearms. Zombies will also launch corresponding pay-to-win items to maintain this balance.
Consequently, the gaming experience of ordinary players who do not engage in microtransactions will be virtually non-existent. It can be said that these players just "go through the motions." If there are no alternative options in the market, this group of players might endure, but if there is a choice, losing players will be an inevitable outcome.
Listening to John's explanation, several people suddenly displayed various expressions. Moreover, there is one thing that John did not mention: this game mode will likely lead to fatigue. Without new content, players will become weary after repeated gameplay. Unlike competitive games, where each match can vary significantly, every game in this mode seems the same, featuring the same maps, firearms, and objectives.
However, there are variables: the skill level of opponents encountered in each game differs. If you face highly skilled players, you may find it miserable; however, the next match might have inexperienced players, allowing for a "showtime" experience.
Yet these variables are not present in "Resident Evil Resistance," making it almost impossible to introduce such diversity.
So how can you keep attracting players? It's simple: continuously launch new content and modes to ensure players feel there is always something fresh awaiting them.
Just copying "Resident Evil Resistance" offers only a dead end, especially since the game has been online for such a long time.
Once players have experienced it, if a new game mode is merely the same as in "Resident Evil Resistance," but with only changes in graphics, players who have previously played "Resident Evil Resistance" will quickly lose interest. For players, it will be challenging to remain engaged without an exceptional reason to return, such as a friend's recommendation.
"By the way, there's one more thing I want to ask you. Have you considered participating in a project on your own? Not just as part of an art project?" John looked at Evelien and said.
"Is that what Miss Luna mentioned before?" Evelien asked, noticing a document in John's hand.
"Yes, I will establish a special department to develop the game. She will be the main person in charge, and I won't be involved in it at all," John replied.
Upon hearing John's words, Evelien felt a bit hesitant. On one hand, she would have the opportunity to participate in a project beyond just art, which was a rare chance. On the other hand, Evelien was concerned that this project might be merely a token endeavor that would not receive substantial resources, especially since John mentioned he would not be involved.
"I won't let you invest everything into this project, even though you might think so. The sequel to Resident Evil Resistance also requires your involvement and will include my next project. Your task will not be easy." Seeing Evelien's melancholy, John smiled reassuringly.
With such a clear answer, Evelien naturally had little reason to hesitate and responded with a smile.
[ ===== ]
Half a month after "Resident Evil Resistance" went live, thanks to its rising popularity through videos and live broadcasts, as well as PixelPioneers Studio's promotions, sales successfully surpassed 5 million, with the second week's turnover exceeding 10 million. The release of this data surprised many people in the industry.
However, with the conclusion of the official protection period, several FPS games on the market also received updates. For instance, the classic FPS game "Fire" and the development of "FireWire 2" by Essence launched new versions around the same time, prominently featuring the release of the zombie mode.
Taking "FireWire 2" and "War" as examples, while these games still focus on the PVP entertainment of zombie versus human, the other side did not merely copy the earlier approach. They introduced many novel elements that piqued interest.
For example, in "FireWire 2" developed by Essence, a hero mode was added, where a leader appears in each round among humans. As long as the leader remains alive, attacking zombies can increase the team's attack and movement speed. Zombies introduced the concept of morale; when zombies capture humans, it increases the overall speed and jump height of the zombies.
Across the internet, these relatively high-priced FPS games received significant publicity, especially since many players wanted to try the zombie mode on the same day. Almost any game-related website featured promotions for these games, and live streams and video platforms experienced a saturation of content.
[ ===== ]
In the Essence Game FireWire Action Studio, Burkhart was examining the latest game data. Compared to the previous generation of "FireWire," this time they adopted a free-to-play model with in-game purchases. Yet, despite the game just launching, the highest online player count peaked at 670,000, with the number still rising, clearly indicating a strong start.
The improvements in the game, coupled with the introduction of the zombie mode and Essence's promotional resources, suggest that the sequel receives a vastly different level of attention compared to the prior game. However, current data suggests that it hasn't lived up to expectations.
Sitting back in his chair, Burkhart took a sip of his chilled cappuccino, stretching his limbs and feeling comfortable.
"Boss! Not good; the online player count is declining!" Just as Burkhart envisioned a brighter future, the office door swung open, and the employee responsible for monitoring data reported in a panic.
"??? What's the issue? Is there a problem with the game? Optimization, bugs, or server issues?" Burkhart immediately straightened up in his seat.
"No! A new version of 'Resident Evil Resistance' has been released, introducing a new mode. The previous zombie mode has been significantly altered. A large number of players attracted by the zombie mode have left. Currently, the server for the zombie mode has fewer than 100,000 active players."
A new version? A new model? A changed zombie mode? What the h*ll-! Isn't this game still within its first month of launch?
Hearing this news, Burkhart immediately opened the official website of PixelPioneers Studio's "Resident Evil Resistance" and stared in disbelief at the latest announcement.