Almighty Game Designer Chapter 185: Settings of “Diablo”
The overall plan of "Diablo" can be roughly divided into three aspects.
Plot and mission line planning: This part is mainly to list the entire plot framework, and arrange each story line so that players can experience the entire plot story smoothly.
Map and level settings: This part is based on the plot, the various scenes in the plot are produced. The theme scene of each scene is different, and the models, textures, etc. used are also different.
Moreover, a major feature of "Diablo" is the random map. Every time the player enters the same battle scene, the positions of various scene elements are randomly distributed, such as dungeon entrances, altars and other elements. It is randomly generated, which makes exploration one of the important pleasures of the Diablo series.
Character combat system and monster types: This part is mainly to plan the combat skills of the characters controlled by the player, as well as the characteristics of monsters in each level, to enrich the entire combat system.
After these three pieces are done, the others are all minutiae, which can be gradually improved.
In addition, Chen Mo's changes to "Diablo 3" mainly focused on the art style and gameplay.
In terms of art style, Chen Mo considered using cult, dark, and weird styles when setting up his conceptual drafts. It was horrible and bloody, which made people feel dull and depressed when they saw the pictures.
In terms of gameplay, the player’s sense of crisis is also greatly enhanced.
First, reduce player attributes and increase the damage of key BOSS skills, so that players face more dangers when encountering large groups of monsters and BOSS battles, and increase the probability of failure of the entire game.
Actually, the most unreasonable part of "Diablo 3" is that in the later stage of the expansion of the value, BOSS is basically difficult to pose any threat to the player, and it is not harmful to avoid key skills.
It is the elite monsters that really pose a major threat to players, but the way to defeat elite monsters is not through position and operation, but entirely by equipment (pile of resistance to all elements), which makes the whole game a lot of tension weakened.
So, Chen Mo considered appropriately reducing the problem of numerical expansion in "Diablo 3" to make players play more cautiously.
Secondly, continuing the design of "Diablo 2" regarding the field of view, the player's field of view is reduced, and it is more likely that players will suddenly encounter powerful enemies outside their field of view, especially in dark caves, this feeling is even stronger.
Third, in some scene design, refer to the design of "Diablo 2".
If you select the character interface, the background of "Diablo 2" is a dark and dark town. The hero character is hidden in the dark. Whoever you choose will walk from the shadow to the campfire. Only then can you see him clearly appearance.
"Diablo 3" selects characters in a bright moonlight scene, this atmosphere is greatly reduced.
Chen Mo also considers replacing these functions and scenes that are seriously inconsistent with the style of "Diablo 2".
Fourth, in terms of game narrative and player emotional mobilization, it also follows the consistent style of "Diablo 2".
"Diablo 2" is a master in terms of player emotions. Taking the first act as an example, the whole game process is a complete cycle of safety-danger-tension-anxiety-depression-explosion-relaxation. The player's emotions are always It was just right.
The general flow of the first act is:
City (safety)-Evil Cave (dangerous)-Destroy all enemies and enlarge your vision (safety)
Icy Land (safe)-blood bird (tension)-cemetery (very dangerous)
Stone wilderness (safe)-underground passage (dangerous)-dark forest (tension)-underground prison (anxious)
Inner cloister (temporary respite)-Cathedral cemetery (extremely depressed)-Kill Andariel (burst, relax).
In the whole process, the emotions of the players fluctuate with the change of the plot, there are tensions and relaxations, and they are always immersed in the game and cannot extricate themselves.
However, "Diablo 3" did not do well at this point. Obviously, when planning the level scene at the earliest, it did not consider too many changes in player emotions.
Chen Mo intends to fine-tune the sequence of the plot scenes of "Diablo 3" according to this rule, so that the whole plot scene can better mobilize the players' emotions.
In addition, Chen Mo intends to make some changes to the "Blizzard-style" numerical balance, weaken some professional homogenization tendencies, so that the entire seemingly chaotic game system becomes orderly within the system, rather than within the system. Impose a restriction to make it meet your expectations.
After roughly finalizing the concept draft of "Diablo", Chen Mo prepared to wait for the official work to go to the tour committee, and first meet with Qiao Hua, at least to ensure that there is not much in the game review problem.
……
On the eighth day of the first lunar month, new employees formally entered the company.
All new work locations have been arranged. Various office equipment such as computers and hand-painted boards are also in place. Coffee machines, refrigerators, microwave ovens, snack racks, etc. are also available.
Su Jinyu came back yesterday and has been busy with new recruits.
At 11 noon, Chen Mo came back from outside.
Su Jinyu said: "The shop manager, the new colleagues have already arrived. Would you like to welcome me?"
Chen Mo nodded: "Okay."
The new office space is next to the experience store. It was originally a cafe, but after the renovation, it is not bad, and it feels very comfortable.
When Chen Mo came, everyone stood up.
"Everyone, come to the meeting room, and briefly explain to you the next work." Chen Mo said.
There was a conference room separated from the studio, enough for 20 people. These new employees all sat around the conference table. Chen Mo was in the most central position, with three assistants sitting on either side of him.
Chen Mo looked at these new recruits and was quite satisfied.
Most of these people have rich work experience, and Chen Mo personally decides the candidates himself, there is definitely no problem in terms of ability.
Chen Mo looked around and said seriously: “I’m a person who speaks more directly, so I don’t need to say polite words. Regarding salary and bonuses and benefits, I have talked to everyone when I started, so I won’t repeat it. In a word, it is much higher than the industry average."
"I have only one requirement for everyone, that is, to successfully complete the task that I give to you. I don’t know what you are like in other companies, but here, I will delve into the details of the game. ~IndoMTL.com~ I don’t want ambiguous answers."
"In any case, even if you don’t understand my design intent, I hope you can strictly follow and implement it. When the game is completed, you will naturally understand my intention."
"Similarly, as long as you do your job well, I can assure you that I will give you a remuneration that no other company can give. In terms of money, you can rest assured that we are a company that does not need money."
The newly hired employees have vague expectations on their faces.
Many of these people are older than Chen Mo, but no one dares to question what Chen Mo said, because only Chen Mo’s two-year resume is enough to shock most of the people living in the field. People.
Considering Chen Mo's ability to make money in developing games, the reputation of players and his growth rate, no employee dares to despise this young boss.
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