Almighty Game Designer

Chapter 219: Income (three more)

Many designers in the industry are paying attention to the expansion of "The Soul of the Soul".

Everyone in "Diablo" is in the eye, although players and designers are thinking, how can we reverse the trend and continue the vitality of "Diablo", but there has never been Conclusion.

There were also some players or designers who made suggestions, but they were quickly rejected by other players. These suggestions will more or less change the original game traits of Diablo, or further overdraw its vitality and make it cool faster.

"Dark" is a game with a brush as the core fun, but this unlimited brush is very annoying.

This is an infinite loop in the eyes of many designers. If you want to solve this problem, you must change the game mode of the brush, but this will inevitably reduce the core fun of the game.

Fun and defects seem to be on both sides of the coin, so it's hard to improve.

But what everyone did not expect was that Chen Mo adopted a way that no one had thought of, that is, a road to black, continue to strengthen the play of this brush.

Do you think the brush is annoying?

Well, I continue to stimulate you to brush through various means, how is it still annoying?

Many players find that it is not annoying, and it is very sensational!

Just like the crash therapy, although the season, the ladder and other activities have come out, the game seems to have become more livery, but everyone is happy.

There is even a game media dedicated to the evaluation of "The Soul of the Soul", a comprehensive analysis of how it saved the "Diablo" game later gameplay.

"As a player who is tired of "Diablo", I can hardly imagine that "The Soul of the Soul" will be such a comprehensive turn."

“The first is to enrich the game content.”

"The gloomy scene in the expansion has inherited the consistent style of "Dark". The bodies are piled up like mountains, the citizens are escaping, the evil spirits are everywhere, and every living creature that can breathe is in the end. You can keep it clear. I feel that the world is calling you."

"The biggest thing is that Chen Mo arranged the protagonist's confrontation with Adriana in the plot. This disgusting old demon is really worth a hundred times, no, a thousand times!"

“What is even more surprising is the mysterious system. Different maps and environments are randomly combined, making every journey into the portal become a crazy and enthusiastic dream.”

"When killing the last BOSS, all kinds of equipment fell like snowflakes, and almost every time there will be an epic outfall. Chen Mo created a very simple but effective system, that is, go online, kill BOSS Get rewards and go offline. This allows players to skip the cumbersome steps and enjoy the thrill of brushing."

"In fact, Chen Mo used this piece of information to tell us that the real core competitiveness of "Diablo" is that it is brushed. Chen Mo re-saves with a series of new ways of playing the "Dark" feature. This game."

"This is the advantage: dark atmosphere, adventure mode, long-lasting sense of accomplishment, and diverse visual effects."

"If you like to brush your game, then there is no doubt that Diablo: The Soul of the Soul will be your right choice."

......

"Diablo"'s expansion pack "The Soul of the Soul" completely complements the game, allowing it to gain more long-lasting vitality, thus establishing the game "Diablo" in the "brushing game" "Foundation position in the middle."

Its unique style and distinctive features have become a typical branch of RPG games, and have been repeatedly studied by many later designers.

The designer who was inspired by "The Soul of the Soul" should be Yan Zhenyuan.

After he finalized the later gameplay of the new project and even started to prepare a specific design plan, "The Soul of the Soul" was late.

After an in-depth analysis of the characteristics of the piece of the "The Soul of the Soul", Yan Zhenyuan spent three days, and changed some of the game design that has been formed.

Although this caused some overturning and redoing, and objectively increased a lot of work, Yan Zhenyuan knew very well that it was worthwhile to do so.

After seeing the solution to the boring problem of Diablo in "The Soul of the Soul", Yan Zhenyuan also recognized the problem of his previous plan.

Before Yan Zhenyuan intends to solve this problem by increasing online gameplay and lengthening the game time, but now it seems that this method can alleviate the problem of fatigue in the later stage of the game to a certain extent, but it will damage the characteristics of the game itself.

The solution of Chen Mo is the best solution that can be seen at present.

Of course, the design concept of the VR end and the PC end is different. Yan Zhenyuan, as an S-level designer, certainly will not copy it all. However, he still got some inspiration from it, and he was somewhat impressed by Chen Mo.

"This guy, it's not easy."

......

The biggest significance of Diablo is not only paving the way for the development of RPG games, but more importantly, it is a temptation in many ways.

Test the player's acceptance of the third-person perspective.

Exploring the players' acceptance of the dark, sinister style.

Test the player's tolerance for the blasting game.

The launch of "Famine" is to test the player's love for sandbox games.

Each of these can be extended to produce many different game types, and will also guide the development planning after Chen Mo.

With the great success of "The Soul of the Soul", Chen Mo’s funds are unprecedented.

"Diablo" has sold 9.8 million copies worldwide, although it is far less than the 30 million copies of previous Blizzard, but it is already a very proud achievement.

"The Soul of the Soul" has not yet been launched overseas. At present, only domestic sales have reached more than 2.9 million copies. Almost all players who bought Diablo are considering buying this piece of information.

(The domestic players in this world have finally tasted the thrill of leading the world in the masterpiece version.)

The sales of "Famine" in China is 4.35 million sets. Although this sales volume is not comparable to the previous ones, in the parallel world, it is a miracle that a small sandbox game with such a small amount can get this sales.

Both games were sold in a big way, and while accumulating a lot of popularity for Chen Mo, it also brought him huge income.

Originally, Chen Mo’s R&D funds were around 700 million, and the cost of developing “Diablo” was relatively high, including nearly 200 million pieces of the “The Soul of the Soul”, compared with “Famine”. R&D costs are all drizzling.

After all, this kind of boutique game is really too expensive.

Fortunately, the performance of Diablo in the international market is also good. So far, Chen Mo’s income is as follows.

"Diablo" domestic version of the income: 340 million.

"Diablo" international version of the income: 1.23 billion.

"Famine" domestic income: 61 million.

The domestic version of "The Soul of the Soul" revenue: 236 million.

Of course, during this time, "Yin and Yang" and "Warcraft" continue to provide income for Chen Mo.

After so long, the research and development funds of Chen Mo have finally achieved a relatively critical growth, breaking through the 3 billion mark.

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