Almighty Game Designer

Chapter 189: The setting of Dark Destroyer

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The overall planning of "Diablo" can be roughly divided into three aspects.

Plot and task line planning: This part is mainly to list the overall plot framework, and arrange each story line at the same time, so that players can experience the entire plot story smoothly.

Map and level setting: This part is to make each scene in the story according to the plot. The theme scene of each scene is different, and the models, textures, etc. used are also different.

Moreover, a major feature of "Diablo" is the random map. Every time the player enters the same battle scene, the positions of various scene elements are randomly distributed, such as dungeon entrances, altars and other elements are randomly generated every time. , which makes exploration one of the important pleasures of the Diablo series.

Character combat system and monster types: This part is mainly to plan the combat skills of the characters controlled by the player, as well as the characteristics of the monsters in each level, so as to enrich the entire combat system.

After these three pieces are done, the rest are just details, which can be gradually improved later.

In addition, Chen Mo's changes to "Diablo 3" mainly focus on the art style and gameplay.

In terms of art style, Chen Mo considered using a classic, dark, and weird style when setting up the concept draft, horror, and blood, so that people can't help but feel dull and depressed when they see the picture.

In terms of gameplay, it also greatly strengthens the player's sense of crisis.

First, reduce player attributes, enhance key boss skill damage, allow players to face more dangers when encountering large groups of monsters and boss battles, and increase the failure probability of the entire game.

In fact, the most unreasonable part of "Diablo 3" is that the numerical expansion in the later stage makes it difficult for the boss to pose any threat to the player, and it doesn't hurt to hide key skills or not.

Those elite monsters that really pose a major threat to players are those elite monsters, but the way to defeat elite monsters is not through positioning and manipulation, but completely relying on equipment (full element resistance), which greatly weakens the tension of the entire game.

Therefore, Chen Mo considered appropriately reducing the problem of numerical inflation in "Diablo 3", so that players can play more cautiously.

Second, continuing the design of "Diablo 2" about the field of vision, the player's visual range is reduced, and it is more likely to suddenly encounter powerful enemies outside the field of vision, especially in dark caves, this feeling is even stronger.

Third, in terms of scene design, refer to the design of "Diablo 2".

For example, in the character selection interface, the background of "Diablo 2" is a dark and gloomy town, and the hero character is hidden in the darkness. Whoever you choose will walk from the shadows to the bonfire, and only then can you see his appearance clearly.

"Diablo 3" chooses characters under a bright moonlight scene, and this atmosphere is greatly reduced.

Chen Mo also considered replacing all of these functions and scenes that were seriously inconsistent with the style of "Diablo 2".

Fourth, in terms of game narrative and player emotional mobilization, it also follows the consistent style of "Diablo 2".

"Diablo 2" is a master in mobilizing players' emotions. Taking the first scene as an example, the entire game process is a complete cycle of safety-danger-tension-anxiety-depression-explosion-relaxation, and the player's emotions are always under control. Just right.

The general flow of the first act is as follows:

Town (Safety) - Evil Cave (Dangerous) - Destroy all enemies, the field of view becomes larger (Safety)

Icy Fields (safe) - Blood Birds (nervous) - Graveyard (very dangerous)

Stone wilderness (safety) - underground passage (dangerous) - dark forest (tense) - underground prison (anxious)

Inner corridor (temporary respite) - cathedral catacombs (extreme depression) - kill Andariel (explosion, relaxation).

During the whole process, the player's emotions fluctuate with the changes of the plot, there are tensions and relaxations, and they are always immersed in the game and cannot extricate themselves.

However, "Diablo 3" did not do a good job at this point. Obviously, when planning the level scene at the earliest stage, it did not consider too many changes in the player's emotions.

Chen Mo plans to follow this rule and fine-tune the order of the plot scenes in "Diablo 3", so that the entire plot scene can better mobilize the emotions of the players.

In addition, Chen Mo intends to make some changes to the "Blizzard-style" numerical balance, weaken the homogeneity tendency of some professions, and make the entire seemingly chaotic game system orderly within the system, instead of imposing a system outside the system. The constraints make it fit your expectations.

After roughly finalizing the concept draft of "Diablo", Chen Mo was going to go to the game committee when he officially went to work, and meet with Qiao Hua first, at least to ensure that there were no major problems in the game review.

On the eighth day of the first lunar month, the new employees officially joined the company.

The new work place has been fully arranged, and various office equipment such as computers and hand-painted boards are also in place. Coffee machines, refrigerators, microwave ovens, snack racks, etc. are also available.

Su Jinyu came back yesterday, and has been busy with new recruits.

At 11 noon, Chen Mo came back from the outside.

Su Jinyu said: "The store manager, the new colleagues have already arrived, why don't you go and welcome them?"

Chen Mo nodded: "Okay."

The new office is right next to the experience store. It was originally a coffee shop, but after the renovation, it is not bad, and it feels very comfortable.

Seeing Chen Mo coming, everyone stood up.

"Come to the conference room, everyone, and briefly explain to you the work ahead," Chen Mo said.

A conference room was separated from the studio, enough to seat 20 people. These new employees all sat around the conference table. Chen Mo was in the center, and three assistants sat on both sides of him.

Chen Mo looked at the new recruits and was quite satisfied.

Most of these people have a wealth of work experience, and the candidates Chen Mo personally selected in the final interview must have no problem in terms of ability.

Chen Mo looked around the crowd and said seriously: "I'm a straightforward person, so I don't need to say polite words. Regarding salary, bonuses and benefits, I talked with everyone when I joined the job, so I won't go into details. In a word It is far above the industry average.”

"I have only one request for everyone, which is to successfully complete the tasks I entrust to you. I don't know what you are like in other companies, but here, I will ask about the details of the game in every detail. Hoping for ambiguous answers."

"In any case, even if you don't understand my design intention, I hope you can strictly follow and implement it. When the game is made, you will naturally understand my intention."

"Similarly, as long as you do your job well, I can assure you that you will be paid more than any other company can. In terms of money, you can rest assured that we are a good company."

The new recruits had a look of anticipation on their faces.

Many of these people were older than Chen Mo, but no one dared to question what Chen Mo said, because Chen Mo's experience in the past two years alone was enough to shock most of the people present.

Considering Chen Mo's ability to make money from developing games, player reputation, and his growth rate, none of the employees dared to underestimate this young boss.

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