78. Boss Cao, who came here
The next morning, Cao Yang went to the company and his face was not very good.
Liu Guangran looked at him and shook his head with distress.
Only men understand men's pain. Sometimes it's good to be a lonely person, at least they won't be exploited by their wife after they go home.
etc.
Liu Guangran suddenly wondered, I don’t even have a girlfriend, and I’m worried about the boss?
Entering the conference room, several bigwigs from the department were already waiting for Cao Yang.
Li Lanyun was also a person who had experienced it. After just one look, he was sure that Cao Yang and he were in the same sympathy.
Both of them had huge dark circles.
However, compared to this, Cao Yang's face was slightly better.
Who told this kid to be young?
Li Lanyun couldn't help but sigh that it would be great if he could be like Cao Yang, still 21 years old now.
But at the same time, he was a little arrogant in his heart. It seems that Cao Yang is too handsome, not a good thing. He is young and will be squeezed dry at home, which makes Li Lanyun very worried.
How should Cao Yang survive the next few decades?
Only the main program of "The Legend of Zhao Yun" Lin Ye looked at Cao Yang with a confused look on his face, not understanding what he did yesterday, why did he look so tired today.
Lin Ye is not only a single dog, he is still young, and is only 24 years old today.
It is the age of energy that is good and without the burden of a girlfriend, so you can devote all your energy to work.
At the beginning of the meeting, Cao Yang first talked about his idea of changing Zhao Yunzhi into "Three Kingdoms Online" in the future.
Zhao Yunchuan has a good foundation. It is a 2D ARPG game itself. The underlying numerical values use Diablo's numerical architecture and have very rich character attributes.
Not only does it have basic power and intelligence, it affects attack power, spell damage and attack frequency, hit dodge, etc., and other secondary attributes.
There are also many special attributes, such as the Thunder, Wind, Fire, Water, Light and Dark Dark damage attributes and various corresponding resistances.
At this time in 2001, Zhao Yunchuan did a very good job.
The only regret is that there is only Zhao Yun now.
The advantage is that besides Zhao Yun, there are many ready-made models that can be used.
"Make the characters 4," Cao Yang wrote a few words on the blackboard: "Alchemist, warrior, swordsman, warlock."
"When making differences, the warrior is more powerful, with more physical explosions and health, but relatively lower agility."
"The swordsman is agile type, and the damage range can be appropriately different from that of the warrior, and he will take flexible and multiple damage routes."
"The alchemist is slightly more inclined to heal, so he can add a certain amount of magic output means in addition to healing."
"The warlock takes the aoe mage route, with high explosions, but the sustainability is weak."
As everyone listened to the explanation, Li Lanyun took notes. He was a Diablo player and was familiar with the professions. Li Lanyun's first reaction was that Cao Yang wanted to make a large-scale multiplayer online game with the Diablo as the player's profession.
Because the Stone Age has not yet been launched, everyone does not have a clear concept of MMORPG.
They can only use existing games to compare and understand.
Fortunately, Cao Yang didn't say that very outrageously, so everyone could accept it soon.
"Isn't this a huge online version of Dark 2?"
Cao Yang was stunned for a moment and looked back at his proposal on the blackboard.
It seems that's the case.
But I obviously want you to do Sword Net 3.
"Yes, I can almost understand this way." Cao Yang nodded.
As long as they can carry out as intended.
"These are just the basics. The most important thing in this game is socialization." Cao Yang continued, "My idea is to promote two very important social modes in the game, one is the PVP direction and the other is the PV direction."
Except for Li Lanyun, the other two people raised their heads and didn't understand.
Cao Yang explained a little, "Pve is to play computers for multiple people. My idea is to open multiple maps that can be redirected in the game. In each small map, there is a BOSS that can be designed around this BOSS, and then players can form teams to challenge. If the challenge is successful, then you can get the reward of the BOSS.
The reward content can be equipment, money, rare props..."
"PVP means players are fighting against players. For pvp, my idea is to open multiple levels of PVP arenas, which can trigger conflicts and conflicts between players. We provide them from single player PVP to multiplayer PVP, but they have to be set according to the level area. We will talk about this in detail later."
Everyone nodded, but their faces were very serious.
"About socializing," Cao Yang picked up the chalk and drew a spindle-shaped structure on the blackboard. (That is, the two pyramid bottom edges overlapped together)
"I'm going to talk about a variant of the Maslow model."
Maslow's hierarchy of demand theory is widely used in the gaming industry and is regarded as an irrefutable truth.
The first one to use it in the game was NetEase.
Before they did independent research and development, they were all doing stand-alone games in China, and it was difficult to get involved in similar theories.
Moreover, NetEase took many detours to understand the application of this system in online games.
Now Cao Yang has taught them this course two years in advance.
Overall, the Maslow model is told like this:
Human needs will be divided into 8 stages.
The first stage: physical needs: food, moisture, air, sleep, sexual needs, etc. They are the most important and powerful among human needs.
Safety needs: People need stability, security, protected, orderly, and can be free from fear and anxiety.
Belongingness and love need: One person requires emotional connection or relationship with others. Example: Make friends and pursue love
The need for respect (esteem need): Maslow is divided into two categories: (1) respecting oneself (dignity, achievement, mastery, independence) and (2) reputation or respect for others (such as status, prestige).
Cognitive needs - knowledge and understanding, curiosity, exploration, meaning and predictability needs.
Aesthetic needs - appreciate and find beauty, balance, form, etc.
Self-actualization need: People pursue and perfect their abilities or potential.
Transcendence needs - A person's motivation is to transcend personal self values, such as being a savior, saving humanity, and unifying the world...
In online game design, this set of demand theory is also strictly followed.
Simply put, in the large mmo, you only need to meet their physiological and safety needs, such as giving them the most basic equipment, growth and money, so that they can survive in the game through their own labor, and at the same time set a certain safe area. For example, players equal to level 20 cannot be attacked to ensure the basic needs of these players.
Going further, more advanced players can get the need for belonging and love by establishing gangs (guilds), making friends, marriage systems, and swornship systems.
This part of the players may spend more time than the bottom players, or have spent a small amount of money.
The game allows them to enjoy higher levels of demand.
Going further up, the guild president, or one person slaughtering the city, joining the league, destroying other gangs, defeating the highest level boss in the game, getting the first kill, completing honors, etc. These are used to meet the players' self-realization and transcendence needs.
Correspondingly, the krypton gold and corresponding benefits in the game will probably be divided according to this model.
The bottom-level players correspond to non-paying players, middle-level players correspond to low-kill players or high-time-consuming players, and high-level players correspond to large R.
The reason why it is drawn in a spindle shape is that Cao Yang draws it according to the distribution of the number of people in the group.
In actual society, most people are concentrated in the middle area, while there are relatively few players at the bottom and top level.
Damn...
When Li Lanyun heard this, her eyes suddenly lit up.
Boss Cao not only works decisively, but also has a high theoretical level.
This is the first time he has heard such a fresh and thought-provoking theory.
In fact, the Maslow model was found in 1970. It was first applied to sociology and later expanded to corporate management.
The bosses manage employees the same way:
For the lowest-level employees, you only need to meet their basic physiological needs, such as providing a salary that is barely enough to eat, drink, defecate, and sleep.
For a more advanced person, you have to take care of their social emotions, such as introducing them to a partner, or allowing them to be superior and reflecting their own superiority.
No matter how top-level employee is, you have to promote him to become a partner and encourage shares, otherwise it may lead to loss.
In enterprises, the pyramid model is applicable because it is indeed such a distribution of people. The number of employees at the bottom is the largest, and the number of employees is smaller and the higher the level.
The strict hierarchy can be seen from the model.
But this is not the case in the game. When players enter the game, they think that the game is fair, or relatively fair, so everyone has the right to pursue the rise.
If a sufficiently comfortable upgrade chain is not provided, players will lose.
The upgrade chain is not only the game value, but also includes the upgrades in the player's social networking.
It is precisely because the game corresponds to a social structure that you will eventually find that in China, the player distribution is a spindle, with the most in the middle and few at both ends.
After listening to Cao Yang's narration, in addition to Li Lanyun being excited, the other two programmer bosses also have art director Ma Hao, and the expressions on everyone's faces were not very optimistic.
Art students have not yet realized what kind of challenges they are about to face, because their needs are post-set, and Li Lanyun needs to count all the scenes and model needs so that art can make an estimate.
However, the most difficult thing about this "Three Kingdoms Online" is not the art. Even if the art is not equipped with enough personnel, it can be solved by outsourcing and recruiting people. The key lies in the program.
"It's hard." Lin Ye, the head of Zhao Yunchuan, frowned, "We used to be Zhao Yunchuan's underlying architecture to be developed completely according to stand-alone games, so we didn't consider too much performance consumption.
If you want to have multiple people interact, then the information transmission must be considered.
You should know that the network speed is only about 100k now, and the size of the packets that can be sent is very limited, and we also have to ensure communication and experience between players."
"These are still small," Liu Guangran added, "We did not have such development experience before, so it is difficult to evaluate what problems we will encounter in the future. And as Lin Ye said, the underlying architecture is not suitable for online games, which means that the entire underlying code needs to be rewritten, and the client also needs to rewrite part of it to synchronize messages. And the broadcast system has to be developed..."
The broadcast system, for example, if you sit on a card table, you play an 80,000 yuan. At this time, the message of 80,000 yuan needs to be known to all three players present at the same time, so they will send the message to three people and tell them that you have played an 80,000 yuan.
For large mmo, the number of people who need to be broadcast may be more than a dozen or even dozens of people, and the contents that need to be broadcast are more complicated.
Especially what Cao Yang said about providing all-server small speakers to big V players in the future, it would be a waste of time.
It means that thousands of messages will be broadcast out at once.
In this era when even emails are crowded with spam, do you tell me to make a broadcast system in games?
This is really a life-threatening one.
Liu Guangran frowned, the situation was not optimistic, "Although we have developed a chess and card game, at most, there are only four people interacting, and the amount of information is relatively small. Even so, there will inevitably be no problem.
In the Three Kingdoms Online, the difficulties faced will only be more and more difficult."
Um……
Cao Yang held his chin and thought for a while.
"In this way, we first do the most streamlined synchronous content, and the server does a small amount of edge detection to minimize the transmission data. For example, we only verify the damage, blood, whether it is dead, and the equipment drop information..."
If you do this, you only need a few k of data per person to send a single packet.
But the problems are also serious -
That is, plug-ins will inevitably occur.
But in this era, you have no way to jump on the development of technology, you can only do it step by step.
Online games are also moving from the era of plug-in era to the era of cracking down on plug-in. Even by 2021, plug-in will still emerge one after another.
This is a difficult and long-term issue that can only be solved in development.
Cao Yang today is more like a lecture than a meeting.
He is like doing something from nothing to something, from 0 to 1, and no one has ever been exposed to it.
Fortunately, Cao Yang is a veteran.
...
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