Chen Mo's "Diablo" and "Famine" were released in a row, which caused a lot of waves in the player base and the game industry, but it did not trigger a wave of crazy imitations like the previous card mobile games.
This also makes sense, because the characteristics of these two games are too obvious to imitate.
"Diablo" has indeed inspired some people in the industry, that is, there is currently a lack of such games with "swipe" as the main refreshing feeling in the market, but how to fill this gap has become a very confusing problem.
If you follow the way of "Diablo" and make a game with a third-person perspective and a cult style, let alone whether you can spend money to achieve the quality of "Diablo", even if it does, it is just a game. Will players accept the high imitation products of "Darkness"
Therefore, the only way out is to develop this type of vr game, which is exactly what Dichao Huyu is doing.
As for other companies? The risk of vr games is too great, not to mention changing such a large genre, there are still very few game companies who dare to take this risk.
As for "Famine", this game is also not reproducible in the eyes of most designers.
Because no one can tell why this game can get the current sales.
story? Style? Music sound effects
props? How to play? Sandbox mode
The only thing that is certain is that this is a relatively successful sandbox game. On the premise of its excellent quality, it has rich gameplay, well simulates the survival instinct of human beings, and stimulates the creativity of players.
But, how can we make a sandbox game similar to "Famine"
no idea.
Sandbox games look beautiful, but they are very difficult to actually make. Those successful sandbox games are not particularly difficult to analyze, but no one can think of this idea.
Therefore, although the industry's evaluation of "Diablo" and "Famine" was good, it did not form the frenzy of imitation like the previous card mobile games.
Moreover, as "Diablo" began to show its decline, more and more people looked down on this game.
"On the "Darkness" forum, some players are complaining, saying that the late game is boring."
"Well, I feel it too. I also played this game. It was very refreshing at the beginning, but after all, the follow-up gameplay is too monotonous. If it is not driven by the desire to farm equipment, few people can continue to play."
"Equipment drivers will always be boring. The better the equipment, the harder it is to get it. After brushing for a whole day, you can't find a usable equipment. This kind of frustration is too strong."
"It can only be said that Chen Mo is not omnipotent. Although the games he made are very enjoyable, this game is not good."
"That can't be helped. I think Chen Mo may have thought about it from the beginning. This game is a wave, the packaging is beautiful, and all kinds of CG are very bluffing. It's also very cool when spawning monsters. First lie Buy the game and forget about it later.”
"That's quite normal. This is a stand-alone game. Don't always judge it by the standards of online games."
"After Chen Mo made "Diablo", he started developing "Famine" non-stop. Obviously, he didn't expect "Diablo" to make him money for a long time."
"Yes, I think so too. Chen Mo is now constantly trying various game types, which may be paving the way for the future. The path of "Diablo" will not work, and the path of "Famine" can still be followed."
"I was shocked when I saw Chen Mo come up with "Diablo", but now it seems that it is just a flash in the pan. Although the sales of this game are still there, after all, the old players are tired of playing it, and it will definitely not work in the future."
"Yes, I think this game is getting cold."
"I heard that Dichao Huyu wants to make a vr game similar to "Darkness". I don't know what's going on."
"It seems that Yan Zhenyuan is doing it. There must be no problem with the ability of the designer, and the channels and funds of the Emperor Dynasty must be no problem. I think this game is probably going to be popular."
"Yes, and it may be more popular than "Diablo". After all, VR games have a stronger sense of immersion."
"It's hard to say. The third-person PC game is changed to VR. The risk is too great. It's almost equivalent to another game."
"But Yan Zhenyuan is an S-level designer, and none of the games he has made have ever failed. Moreover, this game is full of gimmicks. Think about it, if it kills the Quartet in VR, it can be regarded as filling the gap in the market when it is made. ah."
"That's right. Hey, it seems that Chen Mo miscalculated a bit this time. This game should be released later. He should be able to develop VR games soon. After another half a year or a year, he will be able to use it by himself. The VR-side "Diablo" has been developed. It was released so early, it was taken advantage of by the imperial court!"
…
Yan Zhenyuan is also playing "Diablo".
So far, he has a very good understanding of how the game works. Those exquisite plots and cgs, as well as the horror atmosphere created with painstaking efforts, are just a kind of packaging. The real core is the equipment and numerical system that serve the "scraping" gameplay.
Of course, the packaging is so exquisite that it makes people have the urge to "buy the box and return the pearl".
In fact, the fun of the entire "Diablo" in the middle and late stages is supported by numerical stimulation.
While constantly spawning monsters, players are constantly accumulating better equipment, improving the strength of characters, and then challenging more difficult modes. Numerical values become the core elements that drive player behavior.
At first glance this seems like a viable solution, but as it stands, Diablo isn't doing well.
Yan Zhenyuan was also thinking about how to solve this problem. After all, the vr game he wants to make has to learn from the performance of "Diablo" on the PC side. If players get tired of playing this game in just over two months, then the follow-up profitability will be too poor.
After all, vr games are different from PC games, requiring more resources and money to be invested. If they just buy out the production and sales, at most they can guarantee less losses. It would be foolish to want to make more money.
"It's too late, I have to come up with a countermeasure quickly."
Now Yan Zhenyuan's project is also in the development stage, and all research and development work is steadily advancing, but it is necessary to quickly finalize the later gameplay to ensure player retention.
It's almost November. According to the plan, the test will be arranged in June next year, and the official release will be in August. This time is too tight.
"Forget it, let's try to rely on the idea of online games, try to increase the interaction between players through social networking and trading, and then lengthen the game content, make the player's level increase slower, and forcibly prolong the player's game time. .”
Yan Zhenyuan decided that since this method seems difficult to solve at present, he should simply learn from the method of online games and forcibly lengthen the retention of players through various activities. 8)