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Professional Design

Editor: Atlas Studios

The designers looked at the design plan and Min Jingchao's explanation with different expressions.

Obviously, this design plan was quite subversive for traditional FPS games.

What's more, it was not a sudden overhaul. It was a kind of improvement to the FPS gameplay after Min Jingchao accumulated a lot of game balance and mechanism innovation experience at GOG.

Would such a game be more fun than the traditional bomb and pop mode?

That might not be the case.

That was because the classic model was known as the classic model because its fun might gradually dissipate, but it would never be outdated.

At the very least, within a few years, FPS games would still have a large number of players.

However, the mission of Bullet Hole 2 was not to surpass it, but to walk another path.

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