Chapter 573: The Game’s Rhythm Is Lightning Fast
But at least one thing was very clear to everyone: the players of this MOBA game were mainly drawn from *League of Legends*, and since *League of Legends* itself had very appealing hero designs, these mobile MOBA games unconsciously imitated that style.
Moreover, for the vast majority of designers, adapting a MOBA game into a Chinese-style theme carried some risks, because they weren’t sure if players would accept it.
Chen Mo’s change wasn’t exactly bold, but it did make many players’ eyes light up.
Having seen too much Western fantasy, occasionally trying a Chinese-style theme felt pretty great!
Since the heroes were Chinese, in a MOBA game, constant coordination with teammates was essential, and in mobile games, it was often necessary to quickly convey one’s intentions to teammates. These three buttons were small, but their role was huge.
After finishing the explanation of the most basic control system, the game moved on to player-versus-AI matches and practical training.
However, Zhang Bei strongly suspected that the enemies in the practical training were also bots, because he was having way too much fun slaughtering them…
He casually picked a marksman hero, and the opponents all just mindlessly charged forward. By the end, Zhang Bei’s record was 10-0-3, basically dominating the entire match.
And during the battle, Zhang Bei also noticed some characteristics of this game.
First, the game’s rhythm was extremely fast.
If a match went very smoothly, it could end in just over ten minutes, and players could surrender as early as six minutes.
From the moment players entered the lane, they were in fierce combat—last-hitting minions, trading damage—and because the number of skills had been reduced to three, players could unlock their ultimate at level four, using all their skills to cause chaos.
At the same time, due to the further reduction in map size, faster hero movement speeds, and more mobility skills, the game’s pace was accelerated even more.
Second, equipment could be purchased anywhere on the map, without needing to return to the fountain.
This seemed like a risky change, but after playing a bit, Zhang Bei felt this design was fantastic!
Being able to buy equipment anytime, anywhere, turning your economic advantage into an equipment advantage, was incredibly important in such a fast-paced game.
It also meant that snowballing would become easier, because you no longer had to agonize over whether to go back. There would be no situations where you had a huge amount of gold but failed to replenish your equipment, only to be taken down by an enemy. Some particularly strong physical heroes could even avoid going back for the entire match.
And Zhang Bei could sense that the map mechanics had also undergone some changes, including the respawn timers of jungle monsters, the speed of minion waves, and the roles of various epic monsters—all slightly different from *League of Legends*.
Even the health of the turrets had been reduced. In *League of Legends*, the first turret was often destroyed quite late in the game, but in *King of Glory*, if a turret was left undefended, it could fall as early as when heroes were at level two or three.
All these settings pointed to one result: the game’s rhythm was greatly accelerated.
In *League of Legends*, matches often lasted over half an hour, sometimes even forty to fifty minutes in a “bladder-busting” game, but that would never happen in *King of Glory*.
In *King of Glory*, the standard game time was basically 15 minutes, surrender was possible at six minutes, and matches dragging on to 30 minutes were very rare.
In other words, in terms of match duration, this game was perfectly suited for mobile play.
In terms of feel, a game like *League of Legends* gave the impression of writing a long, assigned essay—often taking forty to fifty minutes, requiring constant focus, and being very tiring. But *King of Glory* felt like smoking a cigarette—it was over before you even noticed.
Genius remembers this site’s address in one second: