Almighty Game Designer

Chapter 219 Income

Many designers in the industry are paying attention to the expansion film "Reaper of Souls".

The downturn shown by "Diablo" is obvious to everyone. Although players and designers are thinking about how to reverse the downturn and continue the vitality of the boutique game "Diablo", there has been no Conclusion.

There are 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 characteristics of Diablo, or further overdraw its vitality and make it cool faster.

"Diablo" is a game with brushing as the core fun, but this kind of unlimited brushing is very easy to get bored.

This is an endless 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 flaws are two sides of the same coin, so it's hard to improve.

But what everyone did not expect was that Chen Mo adopted a method that no one had thought of, that is, to go all the way to the dark, and continue to strengthen this way of playing.

Do you think brushing is annoying?

Well, I will continue to stimulate you to brush brushes through various means, how about it, are you still annoying now?

Many players found that it was not annoying, and it was very exciting!

Just like crash therapy, although the season, ladders, and other activities started, the game seemed to become more livery, but everyone enjoyed it.

There is even a game media that made a special review for "Reaper of Souls", a comprehensive analysis of how it saved the later gameplay of the game "Diablo".

"As a player who is tired of Diablo, it is difficult for me to imagine that Reaper of Souls will be such a comprehensive turn."

"The first is to enrich the game content."

"The gloomy and silent scene in the expansion has inherited the consistent style of "Darkness", with corpses piled up in mountains, citizens fleeing frantically, evil spirits everywhere, possessing every living being that can breathe, this atmosphere has been maintained until the end, you can clearly You can feel that the world is calling you."

"The most pleasing thing is that Chen Mo arranged the showdown between the protagonist and Adria in the plot. This disgusting old witch is really worth playing a hundred times, no, a thousand times!"

"What's even more surprising is the Rift system, where different maps and environments are randomly combined,

Make every journey after entering the portal into a crazy and passionate dream. "

"When you kill the last boss, all kinds of equipment fall like snowflakes, and almost every time an epic piece of equipment drops. Chen Mo has created a very simple but effective system, that is, go online and kill the boss. , get rewards, go offline. This allows players to skip those tedious steps and directly enjoy the thrill of brushing.”

"Actually, Chen Mo used this expansion to tell us that the true core competitiveness of the game "Diablo" is to brush. this game."

"The advantages of this game: dark atmosphere, adventure mode, lasting sense of achievement, variety of visual effects."

"If you like to play games, there is no doubt that "Diablo: Reaper of Souls" will be the right choice for you."

...

The expansion piece "Reaper of Souls" of "Diablo" completely complements the game, allowing it to gain longer vitality, thus establishing that the game "Diablo" is in the "scratch game" "foundational position.

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

The designer most inspired by Reaper of Souls should be Yan Zhenyuan.

After he finalized the later gameplay of the new project, and even started to prepare specific design plans, "Reaper of Souls" was long overdue.

After an in-depth analysis of the features of the expansion piece "Reaper of Souls", Yan Zhenyuan spent three days making major changes to some of the already formed game designs.

Although this caused a part of the overthrow and redo, and objectively increased the workload, Yan Zhenyuan knew very well that it was worthwhile to do so.

After seeing "Reaper of Souls"'s solution to the tedious problems in the later stage of "Diablo", Yan Zhenyuan also realized the problem of his previous plan.

Previously, Yan Zhenyuan planned to solve this problem by increasing the online gameplay and prolonging 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.

And Chen Mo's solution is the best solution that can be seen so far.

Of course, the design concepts of VR and PC are different. As an S-level designer, Yan Zhenyuan will definitely not copy everything. However, he still got some inspiration from it, and had some admiration for Chen Mo.

"This guy, it's not easy."

...

The greatest significance of "Diablo" is not only to pave the way for the development of RPG games in the future, but more importantly, it is a kind of temptation in many aspects.

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

Test the player's acceptance of dark, cult style.

Test the players' tolerance for explosive gameplay.

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

Each of these can be expanded to derive many different game types, and will also guide Chen Mo's future development planning.

With the great success of Reaper of Souls, Chen Mo has an unprecedented amount of money on hand.

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

"Reaper of Souls" has not yet been launched overseas. At present, domestic sales alone have reached more than 2.9 million copies. Almost all players who bought "Diablo" are considering buying this expansion.

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

The domestic sales of "Don't Starve" is 4.35 million sets. Although this sales volume is not comparable to the previous life, in a parallel world, it is already a miracle that a sandbox game with such a small investment can achieve this sales volume.

The two games were all sold out, which not only accumulated a lot of popularity for Chen Mo, but also brought him a huge amount of income.

Originally, Chen Mo’s research and development funds were around 700 million. UU Kanshu www.uukanshu.com spent a lot of money on the development of “Diablo”, including the expansion of “Reaper of Souls”, which cost nearly 200 million. In comparison, the research and development cost of "Don't Starve" is a drizzle.

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

Fortunately, "Diablo" has also performed well in the international market. So far, Chen Mo's income is as follows.

"Diablo" domestic version revenue: 340 million.

Diablo international revenue: 1.23 billion.

"Famine" domestic revenue: 61 million.

Revenue from the domestic version of Reaper of Souls: 236 million.

Of course, "Onmyoji" and "Warcraft" continued to provide Chen Mo with income during this period.

After tossing for so long, Chen Mo's R&D funds have finally achieved a critical growth, breaking through the 3 billion mark.

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