Fifth, in terms of networking mode and in-depth gameplay, the networking mode of "Diablo 3" will continue, but the secret realm and ladder system will not be opened for the time being.
In fact, the secret system of "Diablo 3" is a relatively successful design, and it is a double-edged sword.
When players want to swipe, they will naturally choose those plot levels with a lot of shipments. In view of this, Blizzard in the previous life simply created a secret system, so that players can comfortably swipe in the secret without having to To experience the plot levels repeatedly.
This is good news for players who are addicted to grinding, because it saves time. However, the secret realm also damaged the life of the game to a certain extent, making many people think that "Diablo 3" is a very boring game.
Chen Mo's plan is to consider opening the secret realm system in the next version after the game is launched. By then, only the core players will stay in the game, and they will be tired of the plot levels, so they will naturally go back to pursue the secret realm mode.
The derived seasons, ladders, expert difficulty and other content are all updated in the new version as a means to extend the life of the game.
…
With a rough plan, all research and development work is progressing steadily.
After the plot framework is finalized, art resources can be advanced simultaneously. For several key scenes, Chen Mo directly gave the concept map of the scene, so that Zhou Hanyu can better control the art style of the game.
Chen Mo explained some key elements of these scenes to Zhou Hanyu.
"The overall feeling of Leoric's palace is gloomy and terrifying. To reflect its sense of age, the surface can be made with some materials that look damaged or dirty, and some spider webs can also be added to the corners. Elements. Add some cool tones, emphasizing the feeling of haunting spirits.”
"Don't be too flashy, and don't play too much light, it's easy to get out of play, and make players feel unreal."
"The field of view of the player is very wide here. This city wall should give people the feeling of being war-torn, with more damage. Even when the player passes by, a lot of damage animations are added. Monsters will come from multiple angles. When entering the stage, players must always experience the feeling of being under siege... "
Chen Mo explained every scene in detail, ensuring that Zhou Hanyu could understand the meaning of this scene very accurately.
Zhou Hanyu nodded while listening: "Okay, no problem, I understand."
He was also very surprised, because in his opinion, although he was the person in charge of art, he didn't actually need to rack his brains to think about too many things. Chen Mo completely determined the art style of each scene by himself. Yes, I even drew the concept map!
And Chen Mo's original painting level seems to be higher than his!
In the previous company, Zhou Hanyu first had to look at the game concept draft, and then produced 2~3 versions of the art style, and the designer picked out the most suitable version, and then slowly made the specific game scene.
There is absolutely no need here, Chen Mo directly gave the art style, scene, and original monster painting. He only needs to improve it, hand it over to the outsourcing company, and then check it out.
The same is true for Fu Guangnan. In terms of the music of this game, Chen Mo also gave a few bgm melodies. Regardless of the general style, it is also written very clearly.
In this way, there is no need for so much time for communication and consideration at all, just research and development, which saves a lot of time.
Including the other employees, they were all in a daze. They had never discovered that developing a game was so simple.
No endless meetings.
No overthrow and redo.
No debate.
Rolling up your sleeves is just one word "dry"!
"Can you still do games like this?" Zhou Hanyu and Fu Guangnan felt that they had learned a lot. It was the first time they saw such a designer after seven or eight years in the industry!
…
On the player forum after the year, many people were also confused.
"It's boring, do you have any new game recommendations?"
"No, it's just as boring."
"This is a new year, and many companies are probably just starting work. Even if the game was developed last year, it will basically not be launched until March."
"Oh, I'm tired of playing. Now the development cycle of good games is too long."
"By the way, who watched "Supreme God Ring 3" in the Lunar New Year file?"
"You're asking the wrong question. You should ask who hasn't watched it. Who doesn't watch this awesome big production?"
"Yeah, the box office of this movie has reached 1 billion US dollars, and it is estimated that it will increase in the future. People who like this theme should have watched it long ago, right?"
"However, why are movies popular in China but not games? The game "Supreme God Ring" entered the domestic market with great ambitions two years ago, but it didn't take long for it to gg."
"There is a problem with the gameplay. The gameplay of foreigners does not meet the tastes of Chinese people."
"I really like this theme, but it's a pity that there are no good games."
"Upstairs, I recommend "Warcraft."
"That's an RTS game. I'm handicapped, so I can't play it."
"There are also non-rts maps in "Warcraft". You can search for "Sacred Realm"."
""The Sacred Realm"? Isn't that another Western fantasy novel?"
"Yes, there is this rpg map in "Warcraft", which is equivalent to a fan map. Go and play, I think it's quite fun."
"Okay, I'll try it."
What many people didn't expect was that a foreign fantasy movie "Supreme Ring 3" in the New Year's Eve file became popular, and made the rpg map "Holy Realm" of "Warcraft" also become popular. Bundle.
On the official website, the number of strategy posts for "Holy Realm" has increased significantly, and thousands of people are playing this map at the same time every day.
In fact, this is quite normal, because in the parallel world, Western fantasy themes are in a very embarrassing situation in China.
There are many masterpieces in Europe and the United States, but most of them do not conform to the game habits of domestic players. There is no game like "World of Warcraft" in the previous life, so it is difficult to open up the domestic game market.
However, although domestic game manufacturers are aware of the tastes of domestic players, it is difficult to produce authentic Western fantasy games, which often have a strong counterfeit atmosphere, and players do not buy it.
Therefore, domestic game manufacturers mainly focus on fairy tales and fantasy themes, and have little interest in Western fantasy.
The result is that it is difficult for domestic players to play Western fantasy games that suit their tastes, and it is precisely because of this that "Warcraft" can become popular so quickly.
But after all, "Warcraft" is an rts game, and it is not like an rpg game that can eat most players.