Almighty Game Designer

Chapter 197: Why is it successful? (one more)

After the sales came out, people in the industry are discussing.

"I didn't see it. The sales of Diablo have broken through the sky! The sales of single-player games in the first month are 1.87 million sets. It's too special!"

"Mom, a net profit of 167 million a month? Why, this third-person perspective of antiques!"

"I don't accept it. This game didn't find anything particularly obvious. It's still a stand-alone game. It's not as good as online games!"

"The problem is that the player evaluation is still very high!"

“Is it because of the quality of the game?”

"The quality of the game is external. If the game is not fun, the player's evaluation will definitely not go up, but the problem now is that the sales volume is high and the evaluation is high!"

"Research and study, there must be a doorway that we have neglected before."

Most designers are very confused.

Although Chen Mo used the "Yin Yang Shi" to create an exaggerated record of 370 million monthly water, but there is no comparable with "Diablo".

"Yin and Yang" in the picture quality in the mobile game can be said to be a ride on the dust, the other hand travel is nowhere to go; in the game is also a big innovation, the characteristics of the gold hand travel to the extreme.

With so many follow-up gold hand games as a foundation, everyone was very shocked by the achievements of "Yin Yang Shi", but also can analyze and analyze a little.

But "Diablo" is different, because this game is basically no one is optimistic before the sale, even if it is a **** fan of Chen Mo, they can not tell the reason why this game will be sold, just out of Chen Unconditional trust.

When the sales came out, these designers realized that they were wrong, and they were very wrong. There must be some breakthrough innovations in them, but they didn't realize it.

......

While designers are immersed in the study of Diablo, there is also a carnival in the major forums.

A lot of players who supported Chen Mo began to dig graves and dig up all the posts that were not optimistic about Diablo before.

"Have the monitor, hurry."

"I still have a U disk, a mouse, and a coffee cup. I wish you a good appetite."

“The sales volume in the first month was 1.87 million sets. What did you say before? Is it more than 800,000 sets?”

"Sorry, as a fan of Chen Mo, we can do whatever we want."

"Well? The post sank, can't sink, and lift it high."

"Raise high."

"Chrysanthemum engages."

"Saw testis."

"Wow, you are too cruel upstairs, whip the body, just take me one!"

......

On the forum, in the post bar, Weibo hot topic, everywhere is related to "Diablo".

Moreover, the two keywords were simultaneously searched on Weibo, one was "Diablo" and the other was "Diablo" sales explosion.

This "brushing" game has finally entered the eyes of most people, with the perfect first month sales, so that designers and players who have previously despised it have to pay attention.

......

Among the large companies such as the emperor's mutual entertainment and the meditation and mutual entertainment, many designers of RPG games are meeting to study the success of Diablo.

These are mainly A-level PC-side RPG game designers, they are very puzzled, how can such a third-person antique game have such good results?

Is the stand-alone RPG of the third-person perspective not long gone out? There is a ready-made first-person view MMORPG can play, why bother to brush in the stand-alone game?

The Zen mutual entertainment headquarters, several designers led by Yao Yu are discussing.

Yao Yu has the highest qualifications, and has the successful experience of "Yu Jian Qing" and "The Legend of the Sword". He has deep research on MMORPG and stand-alone RPG, and the control of the plot is also at the top level in China.

After the first week of "Diablo" was sold, Yao Yu had already started playing, and now he has basically figured out the success of Diablo.

Looking at the designers present, Yao Yu began to analyze.

"After in-depth study of Diablo, I think that one of the games is something we all ignored before, and that is ‘cool feeling’.”

"I don't know if you noticed it. In Diablo, players often have to face hundreds of monsters, especially in some key levels, which are often full of screens. When players kill these monsters in batches. With the full screen of damage numbers, gorgeous visual effects and sound effects, this coolness is much larger than most of the MMORPGs we currently have on the market."

Other designers nodded in agreement.

"Yes, in fact, this is similar to the RPG map of Warcraft, simple and brainless, but very effective."

"Mainly, the current mainstream RPG games are all online games. You must consider various balances and the values ​​are all dead."

"So Chen Mo is planning to be a stand-alone game?"

"That means that he has already thought about it from the beginning. What is going to be this kind of 'brushing' game?"

Yao Yu said: "It's not just that. I tried it in "The Legend of the Sword" and found that although I can make this feeling through numerical control, it is far from "Diablo"."

"I analyzed the reason, there are roughly three points."

"The first point is that "The Legend of the Sword" is a lock mode. Many of the skills are single skills. If you want to highlight the cool feeling of this group of monsters, you must focus on unlocking skills."

"The second point is that the overall game atmosphere and environment of "The Legend of the Royal Sword" is relatively soothing, the art style is very bright, the monsters are not scary, and the monsters will feel boring after a while."

"The third point is that the first person perspective of "The Legend of the Sword", when the number of monsters reaches a certain level, such as more than 100, the whole picture will become particularly chaotic, and it will be particularly difficult to choose strange and mobile. ”

"Maybe the VR mode will be slightly better, but the VR mode needs to be considered more. One of the most critical problems is that this brush-brushing game must be a stand-alone machine. According to Diablo, the R&D cost is 170 million. In fact, the change to VR has to cost at least a billion or so, can cost so much to do stand-alone VR, and several companies have the confidence to recover the cost?"

The other designers met with each other and finally came to a conclusion.

"That is, if we want to make a game that gives players a sense of coolness, we must change these three points?"

"Change the lock mode to the lock-free mode, change the art style to a darker, and change the first-person perspective to a third-person perspective?"

"That, isn't that the practice of Diablo?!"

"That is... Chen Mo has thought about it from the beginning?!"

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