Almighty Game Designer Chapter 197: Why did it succeed?
After the sales came out, people in the industry were all discussing.
"Have you seen it, the sales of "Diablo" have broken through the sky! The single-player game sold 1.87 million units in the first month, so it's so fake!"
"Damn, net profit of 167 million a month? Why, this kind of old antique with a third-person perspective!"
"I am not convinced, this game has not found any particularly obvious innovations, and it is still a stand-alone game, the gameplay is not as rich as online games!"
"The problem is that the player reviews are still very high!"
"Is it because of the quality of the game?"
"The quality of the game is all external. If the game is not fun, the player's evaluation will definitely not be up, but the problem now is that the sales are high and the evaluation is high!"
"Research, there must be a doorway that we ignored before."
Most designers are very confused.
Although Chen Mo previously set an exaggerated record of 370 million monthly flows with "Onmyoji", it is not comparable to "Diablo".
"Onmyoji" is a mobile game in terms of the quality of the screen, it can be said to be the best in the mobile game, and it has left other mobile games boundless; it is also a major innovation in the gameplay, bringing the characteristics of the Krypton mobile game into full play. Extreme.
With so many krypton gold mobile games that followed the trend before, everyone was very shocked by the results of "Onmyoji", but they can still analyze and figure out a little bit.
But "Diablo" is different, because before the game was launched, basically no one was optimistic about it. Even Chen Mo's die-hard fans could not tell the reason why this game would be a big seller. Yu's unconditional trust in Chen Mo.
As soon as the sales came out, these designers realized that they were wrong, and they were wrong. There must be some breakthrough innovation in it, but they didn't realize it.
……
While designers are immersing themselves in studying "Diablo", there is also a carnival in major forums.
Many players who supported Chen Mo started digging their graves frantically, digging out all the posts that were not optimistic about "Diablo" before and slinged them.
"The monitor, hurry up."
"There are also people who eat USB flash drives, mice, and coffee cups. I wish you a good appetite."
" 1.87 million sets were sold in the first month, what did you say before? No more than 800,000 sets?"
"Sorry, as fans of Chen Mo, we can do whatever we want."
"Huh? The post is sinking. Don't sink, just lift it up."
"Raise high."
"Chrysanthemum is doing it."
"Serratia testis."
"Wow, you guys upstairs are so cruel, whip the corpse, just so, take me!"
……
On forums, post bars, and Weibo hot topics, there are content related to "Diablo" everywhere.
Furthermore, two keywords were also searched on Weibo at the same time, one is "Diablo" and the other is "Darkness" sales exploded.
This "swipe" game has finally entered the vision of most people. With the perfect first month sales results, designers and players who previously despised it have to pay attention to it. .
……
In several large companies such as Dichao Huyu and Zenyi Huyu, many RPG game designers are in meetings to study the success of "Diablo".
They are mainly A-level PC-side RPG game designers. They are very puzzled. How can such a third-person old antique game have such good results?
The stand-alone RPG with a third-person perspective shouldn’t have been eliminated long ago? There are ready-made first-person perspective MMORPGs to play, why bother to go to the stand-alone game?
Several designers headed by Yao Yu are discussing at the Zenyi Interactive Entertainment headquarters.
Yao Yu has the highest qualifications, and he has successful experience in "The War of the Sword" and "Legend of the Sword". He has deep research on MMORPG and stand-alone RPG, and the control of the plot is also top domestic level.
After the first week of sales of "Diablo", Yao Yu has already started playing, and now he has basically figured out the success of "Diablo".
Looking at the designers present, Yao Yu began to analyze.
"After studying "Diablo" in depth, I think there is one thing in this game that we all overlooked before, and that is the ‘sweetness’."
"I don’t know if you have noticed. In "Diablo", players often have to face hundreds of monsters, especially in some key levels, which are often full of screens. Players are destroying these in batches. When it’s a monster, with the full-screen damage numbers, gorgeous visual effects and sound effects, this refreshing feeling is far greater than most of the MMORPGs currently on the market."
Other designers nodded in agreement.
"Yes, this is actually similar to the RPG map of "Warcraft", simple and brainless, but very effective."
"Mainly, the current mainstream RPG games are all online games. Various balances must be considered, and the values are all stuck relatively deadly."
"So Chen Mo planned to do a stand-alone game?"
"That means he has already thought about it from the beginning, what he has to do is this kind of ‘swipe’ game?"
Yao Yu said: "It's not just that. I tried it in "Legend of Sword" and found that although this feeling can also be made through numerical control, it is far from "Diablo". ."
"I analyzed the reasons, and there are roughly three points."
"The first point is that "Legend of the Sword" is a locked mode, and many of the skills in it are single skills. If you want to highlight the coolness of spawning monsters, you must focus on non-locking skills." /
"The second point is that the overall game atmosphere and environment of "Legend of the Sword" is relatively soothing, the art style is very bright, and the monsters are not scary. After brushing for a while, the monsters will feel more boring~IndoMTL.com~The third point is , The first-person perspective of "Legend of the Sword", when the number of monsters reaches a certain level, such as more than 100, the entire screen will become particularly chaotic, and the selection and movement of monsters will become particularly difficult.
"The VR mode may be slightly better, but there are more issues to consider in the VR mode. One of the most critical issues is that this kind of brushing game must be a stand-alone player, according to the research and development of "Diablo" In terms of the cost of 170 million, the change to VR will cost at least a billion or so. But with such a large cost to do stand-alone VR, how many companies are sure to recover the cost?"
The other designers looked at each other and finally came to a conclusion.
"That is to say, if we also want to make a game that can give players a sense of refreshing monsters, we must change these three points?"
"Change the lock mode to no lock mode, change the art style to be darker, and change the first person perspective to the third person perspective?"
"So, isn't that what "Diablo" does?!"
"That means... Chen Mo thought about it from the beginning?!"