Almighty Game Designer

Chapter 197 Why Did It Succeed?

After the sales came out, people in the industry were discussing it one after another.

"Have you seen it, the sales of "Diablo" have broken through the sky! The single-player game sold 1.87 million copies in the first month, which is so fake!"

"Damn, net profit of 167 million a month? Why, such an antique from a third-person perspective!"

"I'm also not convinced. I didn't find any particularly obvious innovations in this game, and it's still a stand-alone game. The gameplay is not as rich as an online game!"

"The problem is that the player reviews are still very high!"

"Is it because of the quality of the game?"

"The quality of the game is all external. If this 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 also high!"

"Research and research, there must be a doorway here that we ignored before."

Most designers are very confused.

Although Chen Mo previously created an exaggerated record of 370 million monthly turnover with "Onmyoji", it is not comparable to "Diablo".

"Onmyoji" can be said to be a top performer in mobile games in terms of picture quality, leaving other mobile games to the limit; it is also a major innovation in gameplay, bringing the characteristics of krypton gold mobile games to the extreme.

With so many krypton gold mobile games that followed the trend before, everyone was very shocked by the results of "Onmyoji", but they could also analyze it and figure it out a little bit.

But "Diablo" is different, because before the game went on sale, basically no one was optimistic, even Chen Mo's die-hard fans couldn't say the reason why the game would sell well, it was just out of sympathy for Chen Mo. Strange unconditional trust.

As soon as the sales came out, these designers realized that they were wrong, and they were wrong. There must be some breakthrough innovation in it, but they didn't realize it.

...

While the designers were immersed in the study of Diablo, there was also a carnival on the major forums.

Many players who supported Chen Mo began to dig graves frantically, digging up all the posts that were not optimistic about "Diablo" before and beating them up.

"Monitor, hurry up."

"There are also people who eat U disks, mice, and coffee cups. I wish you a good appetite.

"

"1.87 million units were sold in the first month. What did you say before? Can't exceed 800,000 units?"

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

"Huh? The post is sinking. It can't sink. Come and lift it up."

"Raise high."

"Chrysanthemum."

"Saw testis."

"Wow, you guys upstairs are so cruel, whip the corpse, just right, take me one!"

...

On the forum, in the post bar, and on Weibo, there are content related to "Diablo" everywhere.

Moreover, two keywords were on Weibo hot searches at the same time, one was "Diablo", and the other was "Diablo" sales exploded.

This "swipe" game has finally entered the field of vision of the vast majority of people. With the perfect first-month sales results, designers and players who had despised it before have to pay attention to it.

...

In several large companies such as Dichao Interactive Entertainment and Zenyi Interactive Entertainment, many designers of RPG games are meeting to study the success of "Diablo".

There are mainly A-level PC-side RPG game designers, and they are very puzzled. How can such an old third-person game have such good results?

The stand-alone RPG from the third-person perspective should have been eliminated long ago? There are ready-made first-person MMORPGs that can be played, so why go to a stand-alone game?

At the headquarters of Zen Entertainment, several designers headed by Yao Yu are discussing.

Among them, Yao Yu has the highest qualifications, and also has the successful experience of "Inquiry with the Sword" and "Legend of the Sword". He has in-depth 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" sales came out, Yao Yu has 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 taking a deeper look at Diablo, I think there is one thing about this game that we all ignored before, and that is 'coolness'."

"I don't know if you have noticed. In "Diablo", players often have to face hundreds of monsters, especially in some key levels, which often fill the screen. When players destroy these monsters in batches , with full screen damage numbers, gorgeous visual effects and sound effects, this feeling is far greater than most of the MMORPGs we currently have on the market."

The other designers nodded in agreement.

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

"The main reason is that the current mainstream RPG games are all online games, and various balances must be considered, and the values ​​are all stuck."

"That's why Chen Mo is planning to make a stand-alone game?"

"That means he has already thought about it from the beginning, and what he wants to do is this kind of 'swipe' game?"

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

"I analyzed the reasons, and there are roughly three points."

"The first point is that "Legend of Swordsman" is a locked mode, and many of the skills in it are single skills. If you want to highlight the coolness of this group of monsters, you must focus on non-locked skills."

"The second point is that the overall game atmosphere and environment of "Legend of Swordsman" is relatively soothing, the art style is very bright, and the monsters are not scary. After a while, the monsters will feel boring. UU Reading www.uukanshu.com "

"The third point is that, with the first-person perspective of "Legend of Swordsman", when the number of monsters reaches a certain level, such as more than 100, the entire screen will become particularly chaotic, and monster selection and movement will become particularly difficult. "

"Maybe the VR mode will be slightly better, but the VR mode needs to consider more issues. One of the most critical issues is that this kind of game must be a stand-alone game. According to the research and development cost of "Diablo", 170 million In terms of conversion to VR, it will cost at least a billion or so, but with such a huge cost to do stand-alone VR, how many companies have the confidence to recover the cost?”

The other designers looked at each other and finally came to a conclusion.

"That is to say, if we also want to make a game that can bring players a sense of refreshment, we must change these three points?"

"Change lock mode to no lock mode, change the art style to be darker, change the first-person to third-person perspective?"

"Then, isn't that what "Diablo" does?!"

"In other words... Chen Mo thought about it from the beginning?!"

Chapter 200/1201
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