Almighty Game Designer

Chapter 194 The Donut Principle

The people who eat melon almost directly grabbed the mobile hard disk from Chen Mo's hands, and couldn't wait to install the game on their computer.

"Wow! Can you play in a team?"

"Amazing, I thought it was a pure stand-alone game!"

"But I heard from the store manager that it seems that at most four people can be connected. Hey, let's connect the four. Let's form a team freely."

"I play barbarians! How about you?"

"Then I play a wizard."

"Wow, it's so exciting, it's a pity that more people can't be connected."

"I'm ready, I'll wait for you in New Tristram."

"I'm fine too, hey, it really looks like the RPG map of "Warcraft", and it's an official remake in HD!"

"Yes, yes, I want to say it too, this feeling is too familiar."

"But which RPG map of this quality can compare?"

"That must be a new game developed by the store manager himself!"

"Okay, I thought the third person was nothing to do, but it turned out to be really fun to play!"

Soon, there was a wave of "Diablo" in the experience store. Players who were playing other games stopped playing, and they installed "Diablo" to start the experience.

In fact, the networking mode of "Diablo" is different from that of online games. At most four people can form a team, and there are not so many professional cooperation.

This networking mode is more like a local area network game like "Diablo 2", which is suitable for a small number of small partners to play together. The game will dynamically adjust the difficulty of monsters according to the number of players, so that players will not lose the challenge after forming a team.

Relatively speaking, the online mode weakens the difficulty of the game to a certain extent, because when a rookie player encounters an unbeatable BOSS, he can completely clear the level by holding his thighs, and mixing and matching multiple occupations will also make the level clear. easier.

However, in order to take care of the needs of the vast majority of players who like online games, take care of the novice experience, and prevent modifiers and accelerators from damaging the game, the online mode must be done.

Soon, these people were immersed in the dark world of "Diablo", addicted to brushing and unable to extricate themselves.

Seeing this, Chen Mo was probably relieved.

The first step of Diablo's "Doughnut Principle" is basically in effect.

In fact, there is a lot of controversy over whether the game mode of "Diablo 3" is successful, but from the perspective of sales and subsequent player feedback, even if "Diablo 3" does not reach the classic level of "Diablo 2", it is still It's a very successful game.

The so-called "doughnut principle" refers to the process of eating a donut from the outside in when players play the game "Diablo".

The outermost circle is for new players, some inward are mid-core players, and inward are hardcore players.

After reaching the center of the doughnut, the player will find a hole, which is the exit to leave.

For the game "Diablo".

What attracts new players is the highly-characterized art style, high game quality, intense combat and exciting story.

When new players grow into mid-core players, they begin to care about more exciting challenges such as skill matching, equipment attributes, occupational characteristics, ladders and expert mode.

When mid-core players grow into hard-core players, they will start to brush for a piece of equipment with better attributes day after day, they will repeatedly study and test better BUILD, and they will be on the ladder every season. Will tirelessly pursue the top combat power in this game.

And once the hardcore players have experienced this feeling, got the top equipment, the list is almost climbed, or they are tired of it, they will find this exit and leave the game.

Of course, in the process from new players to mid-core players, and then to hard-core players, players will continue to leave.

However, an important point of the "Donut Principle" is not to worry about the player leaving.

Many online games do everything they can to retain players, and they are both daily and regular activities, and they always hope that players will log in to the game to experience the same thing every day.

But in fact, although this behavior is effective, it may also stimulate players to have a rebellious mentality, and it will greatly affect players' evaluation of this game, making players feel that this game is very boring, and they will never leave it again. return.

The smart thing about the "Donut Principle" is that it doesn't worry about the player leaving. As a new player, you can go if you want to go after you have experienced the plot. As a hardcore player, you can go after you are tired of playing the ladder, and will not use all kinds of messy activities to force you to stay.

In this way, all players have played what they want to play before leaving. Originally, this game only had one month of game content, and forcing players to play for three months was not the original intention of the game "Diablo".

When the game launches new content, such as expansion packs and new occupations, players will come back to play and pay again.

So, the Donut Principle is a perfect fit for Diablo's buyout model, as well as its gameplay.

So far, the first step of "Diablo" has gone well. Judging from the degree of addiction of these players in the experience store, Chen Mo's design of the art style and game atmosphere is very correct. This game does not Instead of becoming a niche game, this unique style of painting has become its selling point.

...

The follow-up work on "Diablo" is progressing steadily, and it will be officially released in two weeks.

At the same time, many demo videos inevitably streamed online, and topics like "Chen Mo's New Game" and "Diablo" are also heating up.

"It seems that part of the CG and game scenes of "Diablo" has flowed out, have you seen it?"

"Isn't it that kind of old-fashioned RPG, what's so good about UU reading www.uukanshu.com?"

"Really not, the picture is very explosive, then the CG quality is higher than the CG of "Warcraft"."

"Really or not? Chen Mo's brain is flooded? This is a stand-alone game. Even if it sells 500,000 copies in the first month, and 99 copies per copy, it will only be 50 million in monthly turnover, and it will be more than 3,000. Wan, isn't even CG money enough?"

"Yeah, as far as his money-burning method is concerned, this kind of CG set can't start at 40 to 50 million? Is this going to lose money and make a profit?"

"Not necessarily, this game seems to be very fun, you go and see the game screen, the quality is quite high."

"What can you do with high quality? Let's talk about the third-person perspective. Just this limits the upper limit of this game. It's impossible to catch fire."

"But I feel that this game is of high quality, and Chen Mo is fully capable of being the first point of view."

"Then...that's Chen Mo's own death. What's there to say, anyway, I don't believe that RPGs from a third-person perspective can still be popular. If they can, I'll eat my keyboard."

Chapter 197/1201
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Almighty Game DesignerCh.197/1201 [16.40%]