Many designers in the industry are paying attention to the expansion pack "Reaper of Souls".
The decline of "Diablo" has been seen by everyone. Although players and designers are thinking about how to reverse the decline and continue the vitality of the boutique game "Diablo", there has been no conclusion.
Some players or designers also made suggestions, but they were quickly rejected by other players. These suggestions will more or less change the original game characteristics of "Darkness", or further overdraw its vitality and make it cool faster.
"Darkness" is a game that takes brushing as its core fun, but this kind of unlimited brushing is very easy to make people bored.
This is an endless loop in the eyes of many designers. If you want to solve this problem, you must change the game mode of brushing, but this will inevitably reduce the core fun of this game.
Fun and bugs are two sides of the same coin, so it's hard to improve.
But what everyone didn't expect was that Chen Mo adopted a method that no one thought of, that is, to go all the way to the dark, and continue to strengthen this kind of swipe.
Do you think brushing is annoying
Well, I will continue to stimulate you to brush up and down through various means, how about it, are you still annoying now
Many players find that it is not annoying, and it is very exciting!
It's like crash therapy. Although the game seems to be more lively once the seasons, ladders, etc. are launched, everyone is enjoying it.
Some game media even made a special review for "Reaper of Souls", comprehensively analyzing how it saved the later gameplay of "Diablo".
"As a player who is somewhat tired of playing "Diablo", it is difficult for the author to imagine that "Reaper of Souls" will be such a comprehensive turn."
"The first is to enrich the content of the game."
"The gloomy and quiet scenes in the expansion pack inherit the consistent style of "Darkness". Corpses pile up like mountains, citizens flee wildly, and evil spirits are everywhere, possessing every living creature that can breathe. This atmosphere has been maintained until the end. You can clearly Feel that the world is calling for you.”
"The most satisfying thing is that Chen Mo arranged the protagonist and Adria's duel in the plot. This disgusting old hag really deserves to be retweeted a hundred times, no, a thousand times!"
"What's even more surprising is the secret system. Different maps and environments are randomly combined, making every journey after entering the portal a crazy and passionate dream."
"When killing the final boss, all kinds of equipment fell on the ground like snowflakes, and almost every time an epic equipment would drop. Chen Mo created a very simple but effective system, that is, go online, kill the boss , get rewards, and go offline. This allows players to skip those tedious steps and directly enjoy the pleasure of swiping."
"In fact, Chen Mo used this expansion pack to tell us that the real core competitiveness of the game "Darkness" is to brush and brush. Chen Mo used a series of new gameplays that fit the characteristics of "Darkness" to save the game. This game."
"Advantages of this work: dark atmosphere, adventure mode, lasting sense of accomplishment, and diverse visual effects."
"If you like games that suck, there's no doubt that Diablo: Reaper of Souls is the right choice for you."
…
The expansion piece "Reaper of Souls" of "Diablo" has completely completed the game, allowing it to gain a longer vitality, thus also establishing the "Diablo" game as a "playing game" "In the foundation position.
And its unique style and distinctive features have also become a typical branch of rpg games, which have been repeatedly studied by many later designers.
And the designer most inspired by "Reaper of Souls" should be Yan Zhenyuan.
After he finalized the later gameplay of the new project, and even started preparing for the specific design plan, "Reaper of Souls" was long overdue.
After an in-depth analysis of the features of the expansion pack "Reaper of Souls", Yan Zhenyuan spent three days making major changes to some of the already formed game designs.
Although this caused part of the overthrow and redo, which objectively increased a lot of workload, Yan Zhenyuan knew very well that it was worth it.
After seeing the solution of "Reaper of Souls" to the boring problem of "Diablo" in the later stage, Yan Zhenyuan also realized the problem of his previous plan.
Previously, Yan Zhenyuan planned to solve this problem by adding online gameplay and prolonging the game time, but now it seems that although this method can alleviate the fatigue problem in the late game to a certain extent, it will damage the characteristics of the game itself.
Chen Mo's solution, on the contrary, is the best solution that can be seen so far.
Of course, there are differences in design concepts between the vr end and the pc end, and Yan Zhenyuan, as an S-level designer, will definitely not copy everything. However, he still got some inspiration from it, and looked at Chen Mo with admiration.
"This guy, it's not easy."
…
The greatest significance of "Diablo" is not only to pave the way for the development of rpg games in the future, but more importantly, it is a temptation in many ways.
Test the player's acceptance of the third-person perspective.
To test the player's acceptance of the dark and cult style.
Test the players' tolerance for the Liver Explosion gameplay.
The launch of "Famine" is to test the players' love for sandbox games.
Each of these can be expanded to generate many different game types, and will also guide Chen Mo's future development plans.
With the success of "Reaper of Souls", Chen Mo's funds are unprecedentedly abundant.
The global sales of "Diablo" reached 9.8 million copies. Although it is far less than the 30 million copies of Blizzard in the previous life, it is already a very proud achievement.
"Reaper of Souls" has not yet been launched overseas. Currently, domestic sales alone have reached more than 2.9 million copies. Almost all players who bought "Diablo" are considering buying this expansion pack.
(Domestic players in this world have finally tasted the pleasure of a masterpiece version leading the world.)
The sales volume of "Famine" in China is 4.35 million sets. Although this sales volume is not as good as the previous life, in the parallel world, it is already a miracle that a sandbox game with such a small investment can achieve this sales volume.
The two games were all sold well, and while accumulating a lot of popularity for Chen Mo, they also brought him a huge amount of income.
Originally, Chen Mo's research and development funds were around 700 million yuan, and the cost of developing "Diablo" was relatively high, including nearly 200 million yuan for the expansion pack "Reaper of Souls". R & D costs are considered drizzle.
After all, this kind of boutique game is too expensive.
Fortunately, "Diablo" performed equally well in the international market. So far, Chen Mo's income is as follows.
"Diablo" domestic version revenue: 340 million.
"Diablo" international version revenue: 1.23 billion.
"Don't Starve" domestic revenue: 61 million.
"Reaper of Souls" domestic version revenue: 236 million.
Of course, during this period of time, "Onmyoji" and "Warcraft" continued to provide Chen Mo with income.
After tossing around for so long, Chen Mo's research and development funds finally achieved a relatively critical increase, breaking through the 3 billion mark.