The first test of "Mochizuki" exposed two serious problems
Text/Qiuqiu
"The art of this game is so rough."
During the first test of "Mochizuki", a colleague said a conclusion that surprised me.
It's true that the 3D art of "Mochizuki" is a bit unsatisfactory, and it is difficult to compete with the first-tier products, but what surprised me was that in the two rounds of trial + first test experience, I barely felt this flaw.
Screenshot of the demo shared by a colleague
This isn't just a personal experience, since the first beta of Mochizuki began, players focused on gameplay integration and the actual experience. Even when it comes to art, their reactions are more "ordinary", "flawed", and "still needs to be optimized...... It seems that there is still some distance from "rough".
At present, the ratings of Station B, TapTap, and Haoyou Kuaibang,
It also proved that there was no big problem with the first test of the game
This is not to excuse "Mochizuki", as the first large-scale online test game in the "two-dimensional GTA Misanjia", the comprehensive performance of "Mochizuki" can only be said to be relatively solid, and some players' opinions and suggestions on game art and content also expose two important problems that need to be solved in the follow-up of the game:
The first is how to convey the advantages of the game.
The gameplay is the most amazing part of the first test performance of "Mochizuki". In the game, you can experience the city life of vehicle driving, modification and assembly, hacking into controls, buying cars and houses, catching moon spirits (pets) for part-time work, and simulating business.
What's even more surprising is that while they provide so many ways to play, they can also connect them with the help of the main axis of the moon spirit, bringing players a relatively unified game experience.
After the actual experience, you will also find that everything is the moon spirit: character attribute growth, combat cooperation, housework, company part-time work, vehicle modification, assembly and construction...... I feel that if I continue to evolve, the positioning of the moon spirit will be upgraded from "Pokémon" to "Cube" in "Minecraft".
The company operates and produces
Moon Spirit who helps with the cooking
Don't say it, maybe "Minecraft" is really the ultimate goal of "Mochizuki" in terms of gameplay and UGC.
But the problem is that players' first impression of "Mochizuki" in the early stage is "two-dimensional GTA", so they will pay more attention to the art and content of the game, while the most advantageous gameplay of "Mochizuki" is difficult to highlight.
This is actually like the question of my colleague at the beginning of the article: he has played a lot of masterpieces, and when he enters the game, he may care about whether the art is delicate and delicate, whether the story plot is interesting, and whether the experience is cumbersome or smooth...... In the first few minutes of the experience, it is really difficult to feel the fun of gameplay, such as the eavesdropping joy of eavesdropping on the secrets of NPCs, the speechlessness of taking a 50-year loan to buy a house, and the sense of accomplishment of building a Gundam with full firepower.
Hacking eavesdropping
This is not a requirement for players, and everyone is required to go to the in-depth experience before commenting. Instead, I hope that the game will continue to do its homework on "communication" in the future and truly give full play to the advantages of gameplay.
There are two lines of thought here.
One is to release more gameplay content at the publicity level. For example, share more content about the moon spirit with the characteristics of the game, so that players have a clearer understanding of this "gameplay part"; Or put some external assembly challenges and UGC content to attract players to participate; Share some gameplay memes so that even those who haven't played the game can enjoy the gameplay......
Ideally, it would be
Form a Pokémon-like wiki
The official of "Mochizuki" is actually doing the corresponding content
But the publicity is not very large
The other is the optimization of the bootstrap content, so that players can feel the high-quality gameplay content in the first few tens of minutes. As soon as you enter the game, the first test is a characteristic vehicle driving gameplay, but as the main line advances, the experience of the game returns to the regular running map, receiving tasks, battles and other content, and it is difficult for people to continue to feel the characteristics of the game.
Guided content is only part of the gameplay of featured vehicles
If the guide content is an "advanced trial" of a collection of gameplay, it may be easier to tell the player the outline of the game, the development goal, and the gameplay experience at the first time...... A high-rise spy battle + assembled Gundam chase + racing madness may bring players more freedom of gameplay and shock in game features.
Of course, these are just some irresponsible complaints and suggestions from me as a player, and I also look forward to more surprises from "Mochizuki" at the level of gameplay packaging.
The second problem is how to make other modules keep up with the longboard of gameplay.
The focus is on art and content.
In my opinion, the overall art quality of "Mochizuki" can only be said to be just in line with the first-line games, and the 2D art has reached the first-line level, but the 3D design skills still need to be improved.
For example, I really like the coming and coming and Qingmen Yin in "Mochizuki", one is a cute cat lady who is lively and off-line, and the other is a gentle and elegant ancient lady, judging from the vertical painting, the design of the two characters is very poignant;
However, in terms of 3D modeling, it is difficult for the game to highlight the design style of the characters, and the rendering quality is also poor.
The modeling is a little ordinary, which is a pity
Source: Station B @ Ha Shaoqi
However, considering that "Mochizuki" is actually the first high-spec 3D open world of Shiyue Network, the team has not yet accumulated enough art talents and technical infrastructure, and they also have to take into account the volume and performance consumption of the open world, so the art performance of "Mochizuki" has actually exceeded my expectations - which is why I was surprised by my colleague's conclusion at the beginning of the article.
It's quite gripping to come to this show
And the project team also knows that the art quality of "Mochizuki" is not very good at present. In the previous communication, they said that the game has completed the next iteration of the art plan, but for the sake of the stability of the package, it was not implemented in the first test of the game, "During the second test or paid test, the art quality of "Mochizuki" will be greatly improved. ”
As for the content of "Mochizuki", in my opinion, it has only reached the level of "no mistakes":
There are many cases of the beginning of the Riddler plot, scene switching, and story service gameplay, one moment to introduce the construction gameplay, and the other time to buy a car, buy a house and buy a company...... Introducing gameplay is important, but cutting it to the main line can easily disrupt the player's content experience and potentially undermine our impression of how much freedom we have to play—can't I play when I want to play something?
For example, use the bridge section of the moon spirit to block the way to introduce the gameplay
Another misalignment is the content and gameplay of the Moon Spirit.
In terms of setting, the moon spirits are a new race that lives in peace with humans, but this setting is not so harmonious with the urban theme - how can we let equal races work for us as building parts?
This is a side effect of Mochizuki's use of the moon spirit as a "gameplay part". When the content of the Moonspirit itself gives way to gameplay, their own value is also blurred - that is, players may not feel anything other than the gameplay.
We feel that Pokémon do a good job in this regard, because Pokémon basically live in the wild and have habitats that conform to their own ecology, but with the advancement of the worldview, some Pokémon have been "domesticated" and entered urban life.
However, "Mochizuki" does not reflect the stage of how the moon spirits were born and how they were domesticated, and it is still emphasizing "equality", which is easy to affect the player's sense of urban substitution, and may then affect their long-term experience - there are so many moon spirits on the street, where do they come from? What are you doing? What does it have to do with me? Why should I live in such a city?
Taking it a step further, when a game can't be immersed and immersive, what's the point of playing? Can gameplay alone last? These require further reflection by the project team.
Of course, the first beta of the game was only open for four days, and it was more about verifying the technology, core gameplay, and collecting enough player feedback. The problems exposed by the game at this stage may not be called problems - the emergence and resolution of these problems will help Mochizuki to take it one step further and move towards a truly gameplay-driven urban open world.
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