Almighty Game Designer

Chapter 199: 17 levels of difficulty

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"I don't believe it either. If "Diablo" sold more than 500,000 in the first month, ah no, 800,000, I'll eat the monitor!"

"I ate the plate!"

"I ate my coffee cup!"

"How come you can't decide on 100 million upstairs? Then none of you need to eat it, and you can still sell 800,000 in the first month. If you don't want to eat it, just say www..lā"

"Anyway, I wrote down the few upstairs in a notebook, okay, I'll dig the graves one by one after "Diablo" sells."

"Look at Chen Mo upstairs."

"I'm just a brain fan, what's the matter? Think about it with your feet, how many games Chen Mo has made so far, are there any that are not very popular?"

"Wow, I really lost my mind. If you continue to blow, I will go first."

"Calm down, brother, Chen Mo is not a god. The rt and casual puzzle games he made before were all creative explosions to get this result. The main rpg games are mainstream games, and what he made is this kind of game." No amount of ideas can save the outdated third-person perspective!"

"Have you watched the video, are you just discussing it here? It's fun in the video, okay?"

"I really don't think so, I just discriminate against third-person rpg games!"

"Come on, let's wait and see. Let's talk about the sales after the game is released. If it exceeds 800,000, I will dig the grave one by one. Whoever loves who is the grandson!"

Some people in the industry are also discussing it.

"Chen Mo's new game is about to be released, is anyone paying attention?"

""Diablo"? Hasn't it been discussed before? The third-person perspective is half cool, and the cult style is too small and half cool. The first month's sales volume is estimated to be 300,000. What else can I say?"

"Recently, a trial video and G animation have been released. It is said that the quality is very high."

"There are a lot of high-quality rpg games. If you say that casual games may come back, I believe it, but rpg games have been made bad for a long time, and there are not many good gameplays left. No matter how innovative they are, they can still be innovative. ?”

"Let me remind you, those who despised Chen Mo before all died in an ugly way. Is anyone's game going to be launched recently?"

"There are a lot of games that will be launched after the year, but most of them are online games, which don't have much conflict with stand-alone games. Besides, it doesn't matter if they collide with each other. This is an RPG. Overturned?"

"That is, it can be seen from his idea of making "Diablo". There is no third-person perspective. This design idea is obviously still several years ago."

"I don't think he even did market research, otherwise how could he be so wrong?"

"Actually, I also don't understand. You said that he is making an rpg for the first time. It's normal to make a simple game to try the water first, but he spent so much money on burning g and game quality, isn't he stupid?"

"I think he may have been inspired by the rpg maps in "Warcraft", because these maps are played by a lot of people, so he thinks that the third-person rpg can be rescued."

"Thinking too much, how many people play the rpg map of "Warcraft"? The recently popular "Holy Realm" is played by at most a few thousand people at the same time. You make a game and sell it for a few thousand sales? Isn’t that funny, just such a few player samples can explain a fart.”

"Hey, forget it, anyway, let's wait for "Diablo" to go on sale, and we melon-eating people just watch it carefully."

Amidst the doubts, "Diablo" is about to be released.

There are several other games launched at the same time, and there are also rpgs, but these basically have no impact on "Diablo". Because stand-alone games like this that sell by share are relatively less affected by competing products in the same period, the only ones who can determine the sales of "Diablo" are the players.

In the experience store, basically all the players occupying the computers are playing "Diablo", and there are two or three people queuing up behind each computer to watch.

"Hey, I'm shining again!"

"Awesome, look at the attributes!"

"It's okay, it's better than the one I'm wearing now, so I'll put it on quickly."

"Ah, shit, the four hours of computer time is up, I haven't played enough!!"

"Hurry up buddy, it's my turn."

Two weeks later, these players have basically become hardcore players of "Diablo", addicted to flashing every day and unable to extricate themselves.

In fact, although the entire plot process of "Diablo" is rich in content, the game time is not that long.

In "Diablo", there is an achievement of "running quickly", which requires players to complete all the plots of the first to fifth chapters within one hour at the highest level.

Of course, this is the most extreme situation, but generally speaking, novice players can get through the entire plot of the entire simple mode in a few hours at most.

Chen Mo raised the difficulty of the story mode, which would cause some difficulties for novice players, but at most this time was extended to about ten hours, because the design of the story mode was originally designed so that everyone can pass the level, there is no need to card player.

However, players soon discovered that the game still has hard difficulty, as well as expert difficulty, master difficulty, and torture difficulty!

The most frightening thing is that the counting starts directly after the difficulty of torture, from torture 1 to torture 13!

In other words, this game has a total of 17 difficulties!

Many players who successfully cleared the normal difficulty chose to play on the master difficulty enthusiastically, but they were beaten up by mobs when they entered.

A lot of people were shocked, Master difficulty is already quite difficult to play, so what should Torment 13 be like? Wouldn’t the fighting power of mobs have to break through the sky and blow up the galaxy with one punch

And the most important thing is that the attributes provided by this game upgrade are not high, and the significance of leveling up is actually not that great, so how can the combat power increase exponentially

After playing around, many people will understand, relying on equipment!

The more I delve into it, the more complicated I find this game. After some good equipment is used, the combat power of the character will roll upwards, and it may even be increased by three or four times.

Moreover, the higher the difficulty, the higher the probability of dropping good equipment. At the beginning, everyone was very excited when they got the light (orange and above equipment), and they had to take screenshots. Later, they became calmer, but the addiction also up.

A day without light is a day of discomfort.

Moreover, there are more and more people matching equipment according to the skills and characteristics of characters, researching some specific bilds and genres, communicating with each other and sharing experiences.

"How to deal higher damage", "output methods", "equipment pros and cons", "brush skills" and so on replaced "story", "playstyle", and "game quality" and became the most talked about topics by these players.

Until now, many employees who previously doubted the success of "Diablo" have roughly understood Chen Mo's design ideas.

The reaction of the players made everyone confident, and they were all waiting for the launch of "Diablo" and wanted to give the players a big surprise.