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I just watched a few games of the KPL Spring Split, and I am studying the adjustment of heroes in the new version. I happened to see the game "Warrior of Light" in the app store. The painting style is really cute, and it is quite different from the hard-core painting style of traditional e-sports themes. But if you think about it carefully, the mobile game e-sports ecosystem is now becoming more and more diverse. From MOBA to FPS to card strategy, cute style paintings may not have room for competition.
Let's first talk about the mechanics of the game itself. A 3D adventure world with free exploration and personality development. This type actually has potential in e-sports. For example, if the PVP mode in the core gameplay is well balanced, it can be developed into a real-time battle system similar to RPG mobile games. After all, many game audiences have long been tired of aesthetics. The hard-core competition that blindly pursues the upper limit of operation has left a breakthrough for this type of lightweight, strategy-oriented cute games.
However, there is currently no clear mention of the competitive module in the public information. As an observer of the event, I am more concerned about several points: First, the depth of skill combos and counter space will determine whether there will be a boring situation of "one set of instant kills"; second, whether the development system affects fairness. If krypton gold can directly widen the attribute gap, then the enjoyment of the event will be compromised. Referring to Honor of Kings' treatment of skin attribute balance, I hope developers can take a similar route.
In addition, the game uses the Unity engine and the graphics are close to CG level, which is a plus for the visual presentation of the live event. Nowadays, many e-sports audiences also like "good-looking". For example, the details of the background map and the clarity of skill special effects will affect the viewing experience. If it can provide an OB perspective function similar to MOBA games, or support team collaboration designs such as small map points and voice commands, even if the pace is slow, it can strategically attract hardcore players.
In the final analysis, the core of e-sports is still the game between people, and it has little to do with the style of painting. If "Warrior of Light" can design a fast-paced 3v3 or 5v5 competition mode, and cooperate with map mechanisms such as random resource refresh and terrain height difference, it may become the next dark horse. It is recommended that the development team look more at the classic cases of operational pull in the LPL, and leave room for non-directional skills to operate in terms of combat values, so that players can rely on movement and prediction to achieve highlight moments.
Finally, I would like to ask if there are any players who are paying attention to the test server? Among the current main modes of the game, are there any modules similar to "Ranking" or "Arena"? If so, I would really like to study its BP strategy and professional restraint chain. After all, the current e-sports circle is too involved. Having one more competitive product worthy of analysis would be a good thing for both the audience and practitioners. 😎