Zou Zhuo asked: "Wow, the store manager, you just came back and are about to start work. You are too dedicated! By the way, can you tell me the truth, what type of game is it?"
Chen Mo smiled: "Don't worry, I'll check online first to see if this type can be done."
Zou Zhuo nodded: "Okay, the game produced by the store manager must be trustworthy!"
…
Chen Mo checked the status quo of stand-alone rpg in pc and vr games on the Internet.
To put it simply, mmorpg is still the dominant game type, whether domestic or foreign. 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 at the same time promote game revenue.
There are still traditional stand-alone rpg games, but the attention they get is not as good as before, and there are naturally fewer and fewer good works.
This can be regarded as one of the misunderstandings that the world has fallen into. Overemphasis on mmorpg has brought about a series of chain reactions.
This massively multiplayer role-playing game is all about first-person perspective, and the art style is relatively bright.
This is mainly due to the fact that the first perspective makes the player 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 they immerse themselves in this world for a long time.
But the resulting problem 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 well with large-scale monster groups.
In many mmorpgs, players fight in groups, and there are already a lot of people. If there are too many monsters, the whole picture will become very messy. 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 more or less the settings on the pc are still used.
Various reasons have led to one point, that is, there is an extreme shortage of "scraping" 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 the players themselves are not very aware of it. Not very strong, so many game developers did not pay attention.
Of course, even if you notice it, you may not be able to do it well, because the "swipe" game seems simple, but in fact there are many ways to do it. If the design concept is wrong, players will not play it for a long time and will soon get bored.
It just so happens that Chen Mo has a very good "Swipe" game here, which can be used as a transitional work to transition to an rpg game and fill in the gaps in this world.
When he came to the front desk, Chen Mo turned on his laptop and began to write the design concept draft of "Diablo".
For Chen Mo himself, the difficulty of developing "Diablo" is higher than that of "Warcraft". The "Diablo" he developed must reach the level of his previous life "Diablo 3" in all aspects, so the amount of resources compared to "Warcraft" will improve a lot.
Most of the level maps in "Warcraft" can be directly created with a map editor, but "Darkness" is not possible. The Diablo map is dynamically generated and has very rich elements, which is a challenge for Chen Mo.
"Diablo" is a good transitional product. Chen Mo has never done any rpg games before, so it is a bit risky to start mmorpg rashly.
Moreover, even in the previous life, the style, gameplay and theme of "Diablo" are unique. There are many "Diablo-like" games, but none of them 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 the question of which generation to do.
"Diablo 1" is too old, and the gameplay design at that time was relatively monotonous, so it will not be considered.
"Diablo 2" is regarded as an eternal classic, and it has indeed created the genre of Diablo, attracting many games to follow suit. Moreover, the atmosphere and gameplay of "Diablo 2" are the 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 art performance have been slightly outdated.
"Diablo 3" is still a very successful work, but for experienced players of the Diablo series, many people feel that it has not reached the classic level of "Diablo 2". Although the picture quality has improved a lot, but to some extent The essence of the Diablo series is missing.
As far as Chen Mo's current design level is concerned, 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 that needs to be considered 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 biased towards "Diablo 2".
In fact, the reason for the poor sense of substitution in "Diablo 3" mainly lies in the art style and gameplay.
In "Diablo 2", dark dungeons, twisted monsters, scattered blood, and mutilated limbs all create a terrifying atmosphere, and even the field of vision will be limited to a certain extent, making players vigilant and cooperating Listening to the music and sound effects, I was always immersed in a very depressing atmosphere.
But "Diablo 3" abandoned this art style to a certain extent, maybe it was made gorgeous without knowing it, but it lost its bleak, weird, and terrifying tone.
At the same time, "Diablo 3" is relatively easy in terms of level difficulty. Without artificially increasing the difficulty, most players can pass the level smoothly. The sense of crisis when challenging a powerful boss is greatly weakened, and the refreshing feeling of defeating the boss is also reduced. up.
For Chen Mo, what he wants to do is an authentic "Darkness" game, because only by creating this kind of atmosphere can this "swipe" 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 obstacle is the issue of auditing.
If the bloody and violent elements in "Diablo" were placed in the previous life, it would be difficult to pass the review. "Diablo 3" also took a long time to review before finally releasing it.
However, in the parallel world, bloody and violent elements are relatively tolerant. The game can pass the review, but it cannot be used for minors to play. Moreover, Chen Mo is now an honorary member and has some relationship with the gaming committee, so he will have a certain advantage in game review.
Write out the concept draft of the game first, and communicate with the review department of the gaming committee in advance. It should not be a big problem to pass the review.
Next, it is to roughly smooth out the design ideas and plan all aspects of this game. 8)