Almighty Game Designer

Chapter 156: Imperial Interactive Entertainment internal experience exchange lecture 3/17

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After roughly explaining the design idea of "Onmyoji", Chen Mo began to assign tasks to the three people.

In fact, after doing "Warcraft" and "The Legend of Wulin Heroes", everyone is already very familiar with the work they are responsible for. Basically, Chen Mo doesn't need to say too much, everyone knows what to do.

Chen Mo also emphasized the story background of "Onmyoji".

In fact, "Onmyoji" has an ip. Its original work is the novel of the same name written by the Japanese writer Meng Zhenmo, but the influence of this novel in China is very general. The biggest role is that the stories in it constitute "Onmyoji" "The main plot structure of this game.

Of course, the original novel has a lot of words, and Chen Mo doesn't need to bring out this novel, he just needs to write out the outline of the story for Zheng Hongxi to complete.

In addition, the original work of "Onmyoji" is actually a folklore born out of the Heian era. It is based on "Konjaku Monogatari Collection". It is not difficult to get up.

After the work was assigned, the three of them went to work on their own, especially Zheng Hongxi. This was his first time writing a Japanese-style plot, and he needed to prepare a lot of materials.

As for Chen Mo, he still has to control the quality of the entire game as before.

Back in the studio, Chen Mo used the memory playback potion and started to produce the original line drawings of each onmyoji and shikigami in "Onmyoji".

Seimei Abe, Kagura, Hiroya Minamoto, and Bhikkhuni Yabai.

Ootengu, Shuten-douji, Lord of Arakawa, Ibaraki-douji...

In fact, "Onmyoji" has been adding new shikigami in subsequent version updates, and the final number of shikigami is close to 100, which is the so-called "Hundred Ghosts of the Night".

But there is no need to have so many shikigami in the first version, about 70 are enough, enough to support the entire game content.

Chen Mo first gave each Shikigami's setting line draft, positioning and skills according to the memory of his previous life.

These can be regarded as the core fun of "Onmyoji". Its combat system is very rich, and the settings of each shikigami perfectly match its skills. In this regard, the level of "Onmyoji" basically surpasses other domestic ones. Card games.

Like Snow Girl's blizzard, Three-Tailed Fox's angry face, Jiaotu's trickle, etc., the skills fit perfectly with the setting and background story of the shikigami, and after eating the same shikigami, the skills can be upgraded, matching different The Royal Soul makes the selection of the entire lineup more diverse.

A major feature of "Onmyoji" is that it is a content-based product with a very distinctive style and a very high degree of completion.

Strictly speaking, the core of "Onmyoji" is not new. It is essentially a card game, and its gameplay is very similar to "Summoner".

In fact, "Summoner" is not a phenomenal mobile game in China, but its entire game structure is very complete.

"Onmyoji" did not make too many innovations in terms of value and gameplay (except for more liver), but the success of "Onmyoji" is that it has filled a lot of content around the theme of "Onmyoji".

In terms of art, the ui, original paintings, and models are very delicate and highly unified, which makes the whole game feel very integrated.

In terms of music, the background music and dubbing are all top-notch, making it easier for players to immerse themselves in the plot.

In terms of plot, the wonderful stories in the novel "Onmyoji" are used as the blueprint, and each character/monster has its own story. The real animation plot and biography of Onmyoji have reached hundreds of thousands of words, and it is still expanding among.

Therefore, the real success of "Onmyoji" lies in the plot and content. When other card mobile games are still at the stage of "rubbing ip", "buying ip" and "forcibly setting ip", "Onmyoji" has already It has achieved a high degree of unity of content and theme, reaching the level of "I am ip", which is the main reason why it can become a phenomenal card mobile game.

For Chen Mo, this must also be grasped in order to make the game "Onmyoji" in a parallel world.

This game can be cheating, it can be crazy, and it can have a single gameplay. These shortcomings are all right, but the advantages must be grasped, that is, let its content crush all other card mobile games.

While Chen Mo was busy making "Onmyoji", the other designers were not idle either.

Emperor Interactive Entertainment Headquarters.

In the conference room, a ppt is being shown on the projection screen, the content is "Experience Exchange and Sharing of Demon Slayer", and the speaker is Qiu Bin.

There were a lot of people in the conference room, basically B- and C-level designers and assistants from Dynasty Interactive Entertainment. These people were all listening intently, for fear of missing something.

Qiu Bin seemed in good spirits and was talking freely.

He led the research and development of "Slaying the Devil", with a monthly turnover of 45 million, occupying the top spot on the mobile game bestseller list. In the field of mobile games, his popularity has been greatly improved, and his status in Dichao Huyu has also increased.

The previous bet with Chen Mo made him almost resign, but fortunately, Lin Zhaoxu gave him enough trust and let him take the lead in developing a game similar to "My name is mt". break out.

In fact, Qiu Bin himself is a relatively smart person. Although he lacks innovation, he is more than stable. After being defeated by "My name is mt", he also devoted himself to studying the success of "My name is mt".

During the development and operation of "Slaying the Devil", Qiu Bin also has a more and more thorough understanding of the core of the game "My name is mt". Now Qiu Bin is confident that he should be familiar with this kind of card game The designer who understands the pattern most thoroughly.

Of course, except for Chen Mo.

This time, Dynasty Interactive Entertainment organized a lecture, hoping that Qiu Bin could spread the experience of R&D and operation of "Slaying the Devil" to other designers, and further consolidate the advantages of Dynasty Interactive Entertainment in the field of mobile games.

On the podium, Qiu Bin talked eloquently to the ppt.

"As for the core fun of card games, I have already analyzed it before. In fact, it is to build players' recognition of the value of cards. Of course, basically all designers who have studied card games can understand this point. So, how? Can you break through the siege in many card games?"

"For the successful experience of "Slaying the Devil" and other similar card games, I have summarized three keywords, namely fragmentation, low cost, and big IP."

"The so-called fragmentation means that we have to plan and limit the player's game time in terms of gameplay, try to reduce the player's daily game time, and at the same time break up the big chunks of time, so that players can make full use of the fragmented time."