Chapter 562: A New Mobile Game
The most direct solution was to have players tap the screen, but while this approach seemed great in theory, the actual control feel was terrible. The main issues were fatigue and inaccuracy.
On a tablet, tapping the screen was relatively more forgiving, but after all, the vast majority of people played games on their phones. Who would carry a tablet around everywhere for no reason?
Moreover, tapping by hand was extremely tiring, because in the game, players had to frequently last-hit minions and attack, while also moving around.
On PC, players could easily complete these operations with a mouse, but on a mobile platform, relying solely on tapping made things feel frantic and messy.
On the other hand, there was the issue of game pace. A typical match of *League of Legends* lasted about 30 minutes, but some matches could drag on to 50 minutes or even longer.
Obviously, this length of time was hard for mobile gamers to accept.
Many designers believed this time should be further shortened, even to around 20 minutes, but there was no good design plan for exactly how to achieve that.
Some designers hoped to speed up the game pace, including reducing the health of turrets and jungle monsters, increasing player attack power, and accelerating leveling speed.
But this would bring new problems, because *League of Legends*' numerical system was a very complete data system. Changing anything could cause the game's pace to collapse.
For example, if they considered that turret health was too high, slowing down the game pace, would reducing turret health make certain fast-pushing champions too powerful?
After such a reduction, a likely outcome was that the game pace wouldn't slow down, but instead, some champions would become overly strong...
So, adjusting the game pace was a very systematic task. It involved every aspect of the entire game, including game mechanics, champion skills, and so on. It wasn't just a matter of tweaking some attributes to get the desired result.
...
At the headquarters of Dizhao Interactive Entertainment, in Lin Chaoxu's office.
Qiu Bin was all smiles.
Lin Chaoxu was in a good mood too, and said to Qiu Bin, "Mm, not bad. The performance of *Oracle of the Moon Goddess* ported to the mobile platform is excellent. It's already topped the bestseller chart since its release. Your designer rank should be able to go up now, right?"
Qiu Bin smiled and said, "Yes, it's all thanks to your blessing, President Lin. Actually, this time when we ported *Oracle of the Moon Goddess* to the mobile platform, we made some design changes, but overall, it's still the solid foundation of this game that shines through!"
As one of Dizhao Interactive Entertainment's flagship products, *Oracle of the Moon Goddess* was originally a dual-platform game for PC and VR. But in the past two years, the PC version had been impacted by *League of Legends*, and the VR version had been impacted by other games. All kinds of data were declining year by year.
Many people could clearly feel that RPG games were no longer as glorious as before.
In the trend of porting PC games to mobile, Dizhao Interactive Entertainment didn't want to fall behind. This time, Lin Chaoxu specifically had Qiu Bin personally take charge of adapting *Oracle of the Moon Goddess* into a mobile game.
Although Qiu Bin wasn't an S-level designer, he was the person at Dizhao Interactive Entertainment most skilled at designing mobile games. Lin Chaoxu entrusted this project to him, placing high hopes on him.
Relatively speaking, adapting *Oracle of the Moon Goddess* into a mobile game wasn't that complicated, because there were already ready-made art resources on PC. Qiu Bin just had to modify these resources, compress the file size, and then make some design changes tailored to the characteristics of the mobile platform.
After its release, *Oracle of the Moon Goddess* performed very well, successfully topping the mobile bestseller chart. Moreover, many players who had already abandoned the PC and VR versions returned to the mobile platform through various old-player recall quests.
This was an unexpected surprise for Lin Chaoxu. He had originally just been trying it out, but he never expected it to be so successful.
Lin Chaoxu praised Qiu Bin lavishly, and Qiu Bin himself was very pleased with his success. As he walked out of Lin Chaoxu's office, he was still beaming.
"It feels like ever since Chen Mo left the mobile platform, my days have been getting better and better!" Qiu Bin thought.
Thinking about the miserable experience of Jin Jieguang on the PC platform, Qiu Bin felt a sense of relief. Sure enough, Chen Mo was like a jinx; anyone who crossed him had a rough time!
But then again, Chen Mo had been doing very well on the VR platform lately, even taking his games to the foreign market and receiving high praise.
This made Qiu Bin sigh in admiration. When Chen Mo first started out, he was unremarkable. Who would have thought he would step by step reach his current position?
"But thankfully, that guy went to the VR platform. If he had kept hanging around the mobile platform, my days really wouldn't have been easy," Qiu Bin mused.
After Chen Mo used the groundbreaking card games *I Am MT* and *Onmyoji* to turn the entire card game market upside down, there hadn't been any particularly revolutionary mobile game works from him.
Although there were games like *Rate of the Land*, they weren't as groundbreaking as the previous two, and their influence was far less. Many designers felt that Chen Mo probably looked down on competing with them in the mobile game field anymore.
For most designers, this was actually a good thing. After all, no one wanted their game to be associated with Chen Mo's games...
You could crash into anyone, but you couldn't crash into Chen Mo...
...
In the experience store, Chen Mo called everyone together for a meeting.
In fact, news about a sequel to *Dark Souls* had already been released, and everyone was looking forward to it.
Although not many people present could actually finish *Dark Souls*, that didn't affect their love for it. Watching a video playthrough counted as finishing it, right?
But amidst the anticipation, everyone was also a bit puzzled. The completion level of *Dark Souls* was already very high. Given Chen Mo's personality, he usually wouldn't release a sequel so quickly after a successful game.
Some players even joked privately that "Chen Mo can't count to two," because from the start of his game development until now, it seemed like he really hadn't released many sequels...
Even for evergreen games like *Warcraft*, Chen Mo seemed to have no intention of making a sequel...
This time, making a sequel to *Dark Souls*—could it really bring something new? If it was just like a DLC, it would probably be hard to satisfy the players.
Chen Mo looked at everyone present: "Now I'll talk about the development plan for the next phase. First, regarding the prequel to *Dark Souls*, everyone should already know about this. It mainly uses some of the current resources and designs from *Dark Souls*, but with changes to some details."
"And another thing is... while developing the *Dark Souls* prequel, we will also develop a mobile game."
A genius remembers this site's address in one second: