Chapter 342: Ancient Misfortune Will Surely Be Popular

⏱ ~2 min read

Chapter 342: Ancient Misfortune Will Surely Be Popular

Although this game was suspected of drawing inspiration from "League of Legends," it had still made improvements after all. Strictly speaking, the core fun of "Ancient Misfortune" and "League of Legends" was different.
Just because you made an FPS doesn’t mean I can’t make a shooter anymore, right?
Chen Mo’s creation of "League of Legends" indeed pioneered the MOBA genre, but there was nothing wrong with Imperial Dynasty Interactive Entertainment making another MOBA game with improved gameplay, like "Ancient Misfortune."

Thus, various factors made the first test data of "Ancient Misfortune" quite impressive. The player retention rate reached 65%, and the rating consistently stayed above 9 points.
Judging from player feedback on major forums, everyone believed that "Ancient Misfortune" far exceeded expectations. This time, Imperial Dynasty Interactive Entertainment had not rigidly copied everything but had developed its own unique features.

Industry insiders predicted that the domestic MOBA field would likely form a duopoly, with two giants standing side by side. The gameplay of MOBA games significantly lowered the barrier for new players, allowing everyone to experience the fun of the game. Just as "League of Legends" had completely surpassed the initial data of MMORPGs when they first launched, it was even worse compared to blockbuster hits like "League of Legends" and "Ancient Misfortune."

The dismal closed beta data left Zen Interactive Entertainment in despair. They immediately halted the beta and began large-scale revisions.
But no one knew what those revisions would ultimately turn into.

In fact, it couldn’t be said that MMORPGs were inherently bad. It was just that an MMORPG designed for fragmented playtime naturally conflicted with the core traits of the genre itself.
In the realm of "using fragmented time to gain fun," MMORPGs simply couldn’t compete with MOBA games.

The failure of "Three Realms" sent chills down the spines of many traditional MMORPG designers. In their view, "Three Realms" had no major issues in its design. In terms of quality, it showed no obvious disadvantages compared to games like "Oracle of the Moon" or "Sword Legend," yet its data had plummeted severely.
This meant that the MOBA craze sparked by "League of Legends" was no longer confined to the gaming world; it was beginning to erode the user base of other game genres.

Of course, this erosion wasn’t enough to affect classic MMORPGs like "Oracle of the Moon" or "Sword Legend," which had been running for years with mature gameplay and massive player communities. But for newly developed games, unless they had some particularly eye-catching features, they would likely suffer greatly.

For Imperial Dynasty Interactive Entertainment and the Divine Fantasy Game Platform, the only game capable of standing up to "League of Legends" in this period was "Ancient Misfortune."

……

As the popularity of "Ancient Misfortune" continued to rise, controversies surrounding the game also grew.
As the two most popular MOBA games in the country, "League of Legends" and "Ancient Misfortune" drew the attention of countless people. They represented not just two games but also the struggle between the Thunder Game Platform and traditional channel distributors, reflecting a turning point in the gaming industry.
Whoever won this MOBA game war would gain absolute initiative in the coming period.

Genius remembers this site's address in one second: