Chapter 184: A Game of Brushing
Zou Zhuo asked: "Wow, the store manager, you have just come back and you are about to start work. This is too dedicated! By the way, can you give me a thorough understanding of what type of game it is?"
Chen Mo smiled: "Don't worry, I'll check the Internet first to see if this type can do it."
Zou Zhuo nodded: "Okay, the game produced by the store manager must be trustworthy!"
...
Chen Mo roughly checked the status of stand-alone RPGs in PC-side games and VR-side games on the Internet.
In short, MMORPG is still the dominant game type, both domestically and abroad. There are too many advantages of MMORPG. The most prominent advantage is the interaction between a large number of players, which can greatly extend the life of the game and promote game revenue at the same time.
There are also traditional stand-alone RPG games, but the attention they get has not been as good as before, and good works are naturally less and less.
This is also one of the misunderstandings that the world has fallen into. Overemphasizing MMORPG has brought a series of chain reactions.
This massively multiplayer role-playing game is all first-perspective and has a relatively bright art style.
This is mainly because the first perspective makes players feel more immersive and easier to integrate into the game world. And the bright art style ensures that players will not feel depressed and dull when immersed in the world for a long time.
But the problem caused by this is that in the case of the first perspective, the information obtained by the player is very limited, the field of vision will be blocked, and it cannot cope with the large-scale monster group well.
In many MMORPGs, players are fighting in groups, and there are already a lot of people. If there are too many monsters, the whole screen will become very chaotic. On the PC screen, it is impossible to tell who is who, and there is a serious excess of information. .
The effect on the VR platform will be much better, but most of the games on the VR platform are transplanted after being successful on the PC platform, so the settings on the PC are still used more or less.
A variety of reasons have led to one point, that is, there is an extreme shortage of "swipe" games in this world.
Therefore, the popularity of RPG maps in "Warcraft" is precisely because of this. Players still like the refreshing feeling of "cutting melons and vegetables", but players themselves do not clearly realize that this kind of call Not strong, so many game developers didn't pay attention.
Of course, even if you notice it, you may not be able to do it well, because the "Swipe" game seems simple.
In fact, there are many ways, and if the design concept is wrong, players will not play for a long time, and they will soon get bored.
Coincidentally, Chen Mo has a very good "Shu Shu Shu Shu" game here, which can be used as a transitional work, transforming into an RPG game, and filling the gap in this world.
When he came to the front desk, Chen Mo opened his laptop and started writing the design concept draft of "Diablo".
For Chen Mo himself, the difficulty of developing "Diablo" is higher than that of "Warcraft", and the "Diablo" he developed must reach the level of the previous "Diablo 3" in all aspects, so the amount of resources is higher than that of "Diablo 3". "Warcraft" to improve a lot.
Most of the level maps in "Warcraft" can be made directly with the map editor, but "Darkness" is not possible. The dark map is dynamically generated, and the elements are very rich, which is a challenge for Chen Mo.
"Diablo" is a good transitional product. Chen Mo has never done any RPG games before, and it is a bit risky to rush into MMORPG.
Moreover, even in the previous life, the style, gameplay and theme of "Diablo" are unique. There are many "Diablo-like" games, but no game can surpass it in the true sense.
It has always been one of the most typical representatives of the "swipe" game.
After that, it is a question of which generation to be.
"Diablo 1" is too old, and the gameplay design at that time was relatively monotonous, so I didn't consider it.
"Diablo 2" is regarded as an eternal classic, and it has indeed created the genre of Diablo, which has attracted many games to follow suit. Moreover, the atmosphere and gameplay of "Diablo 2" are most in line with the theme of "Diablo".
However, "Diablo 2" is a bit old after all. Although many design concepts still seem outdated today, the combat system, interface operation, and artistic performance are slightly outdated.
"Diablo 3" is still a very successful work, but for veteran players of the Diablo series, many people feel that it has not reached the level of classic "Diablo 2", although the picture quality has improved a lot, but to some extent Missing the essence of the Diablo series.
In terms of Chen Mo's current design level, there is no problem in making "Diablo 2" or "Diablo 3", and the art level and game quality can fully reach the level of "Diablo 3", so the only thing to consider is the atmosphere and gameplay. both aspects.
Chen Mo thought about it and decided to use "Diablo 3" as the basis, continue to use its world view setting, plot story and art style, and at the same time carry out a small-scale reset, adjust some gameplay, and fine-tune the art style to make its overall style. More inclined to "Dark 2".
In fact, the reason for the deterioration of the sense of substitution of "Diablo 3" mainly lies in the art style and gameplay.
In "Diablo 2", the dark dungeons, twisted monsters, scattered bloodstains, and mutilated limbs are all creating a terrifying atmosphere, and even the vision will be limited to a certain extent, making players vigilant and cooperating With music sound effects, always immersed in a very depressing atmosphere.
However, "Diablo 3" abandoned this art style to a certain extent. It may have been done splendidly without knowing it, but it has lost its bleak, weird, and terrifying tone.
At the same time, "Diablo 3" is relatively easy in level difficulty. Most players can successfully pass the level without artificially increasing the difficulty. The sense of crisis when challenging powerful bosses is greatly weakened. UU Kanshu www.uukanshu.com defeated The cool feeling of BOSS is also reduced.
For Chen Mo, what he wants to do is an authentic "dark" game, because only by creating such an atmosphere can this "sweeping" game be more interesting and allow players to play for a long time. , instead of throwing up after a month or two.
Of course, there are some obstacles to making this game.
The biggest hurdle is the issue of auditing.
If the bloody and violent elements in "Diablo" were placed in the previous life, it would be very difficult to pass the trial, and "Diablo 3" was also reviewed for a long time before it was finally released.
However, in the parallel world, the bloody violence is relatively tolerant, and the game can pass the trial, but it cannot be used for minors to play. Moreover, Chen Mo is now an honorary member and has some relationship with the Tourism Committee, so he will have certain advantages in game review.
Write the concept draft of the game first, and communicate with the department responsible for the review of the tourism committee in advance. It should not be a problem to pass the review.
Next, it is to roughly smooth out the design ideas and plan all aspects of the game.