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Hello everyone, I am Zero, the producer of “Mission Zero”.
First of all, I would like to introduce myself to you. My team comes from the new studio of NetEase Shanghai. The core members are a group of veterans who have worked for Ubisoft and other console game manufacturers for many years, and have many years of console game development experience. The original intention of our project “Mission Zero” is to bring players a different mobile competitive experience.
I don’t know when it started, and more and more friends around me began to complain that they couldn’t find a mobile game that was suitable for black and innovative gameplay. After going around in countless games, everyone is left with only two choices: MOBA and chicken. Are there more possibilities for competitive mobile games? Why not make our best “dive in” element into a competitive category? So “Mission Zero” was born.
After really entering the development stage, we found that the problem is not simple, and finally understand why there is no competitive game with sneak elements on the market, because it is really difficult to make. How to tolerate the sense of substitution and immersion, and make the level an important factor in the gameplay? How to find a balance between diving into the atmosphere and skill confrontation? How to solve the balance demands of players in different segments? These problems accompany the entire development process.
Fortunately, after two years of exploration, we finally found a fairly good path, which is the positioning of our game, “2v4 sneak into the confrontation.” To explain in plain language is that four sneaking parties and two chasing parties play hide and seek among the crowd in the map scene. The core fun of the game is to use impeccable acting skills to hide from the sky and avoid the hunting party. The furthest distance in the world is when you know that I’m by your side, but you can’t find me. On the basis of the core experience, we provide a variety of confrontational gameplay for both sneaking and pursuing parties. We are bold and careful to pretend to be passers-by, use props and skills to flexibly deal with, use scene component card vision or snake skin to move, and the tricky gameplay allows the game to be played. Full of variables and fun.
Before the official exposure, we conducted multiple rounds of small-scale offline testing, which was recognized by many players participating in the testing, which also gave our team great confidence and encouragement. We are currently in the process of intensive development, and we will officially announce the first online test information in the near future. Please pay more attention to it.
Finally, I want to talk about the issue of game “paid design”, which is also the most concerned issue of players. Here I can give a promise, “Mission Zero” will not have any value to pay for content, and our original intention will not change.
I hope to work with you to polish “Mission Zero” even better. Our story has just begun.
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