Almighty Game Designer Chapter 188: Can you do this game?


Fifth, in terms of networking mode and in-depth gameplay, the networking mode of "Diablo 3" is continued, but the secret realm and ladder system will not be opened for the time being.

Actually, the mystery system of "Diablo 3" is a relatively successful design, it is a double-edged sword.

When players want to swipe, they will naturally choose those plot levels that have a lot of shipments. In view of this, the previous Blizzard has simply made a secret realm system so that players can swipe very comfortably in the secret realm. Instead of having to repeatedly experience the plot levels.

This is good news for players who are addicted to brushing, because it saves time. However, the mystery also damaged the life of the game to a certain extent, making many people think that "Diablo 3" is a very boring game.

Chen Mo's plan is to consider opening the secret realm system in the next version after the game is launched. At that time, all the core players will remain in the game, and they are tired of the plot levels, so naturally they will go back to pursue the secret realm mode. Up.

The derived seasons, ladders, expert difficulty and other content are all updated in the new version as a means to extend the life of the game.

……

After having a general plan, various research and development work is progressing steadily.

After the plot framework is finalized, the art resources can be advanced simultaneously. For several more critical scenes, Chen Mo directly gave out conceptual drawings of the scenes, so that Zhou Hanyu could better control the art style of the game.

Chen Mo explained some key elements of these scenes to Zhou Hanyu.

"The overall impression of Leoric’s palace is gloomy and terrifying. To reflect its age, the surface can be deliberately made of damaged or dirty materials, and the corners can also be added. Elements such as spider webs. In addition, add some cool colors to emphasize the lingering feeling of the dead."

"Don't be too gorgeous, and don't play too much. It's easy to play and give players an unreal feeling."

"Here in the Guardian Fortress, the player's field of vision is very broad. This city wall feels like war-torn, do more damage, and even add a lot of damage animations when the player passes by. Monsters will go in. Appearing from multiple angles, players must always experience the feeling of being under siege..."

Chen Mo explained each scene very carefully to ensure that Zhou Hanyu could understand the meaning of the scene very accurately.

Zhou Hanyu nodded while listening: "Okay, no problem, I understand."

He was also very surprised, because in his opinion, although he is the person in charge of art, he actually doesn’t need to rack his brains to think about too many things. Chen Mo completely focused on the art of each scene. The style was finalized, and the concept map was drawn!

Moreover, Chen Mo's original painting level seems to be higher than him!

In the previous company, Zhou Hanyu first looked at the game concept draft, and then produced 2~3 versions of the art style. The designer picked the most suitable version, and then slowly made the specific game scene.

There is no need at all here. Chen Mo directly gave out the art style, scenes, and original monster paintings. He only needs to improve it, leave it to the outsourcing company to do it, and then check it out.

Fu Guangnan is also the same. For the music of this game, Chen Mo also gave a few BGM melodies, the style is very clear, and even the musical instruments to be used in the music are noted, including the BGM to be used in The scene and the general style are very clear.

In this way, there is no need to spend so much time on communication and consideration, and just do research and development, which saves a lot of time.

Including the other employees, they are all dumbfounded. They have never discovered that developing a game is so simple.

There are no endless meetings.

No overturning and redoing.

There is no debate.

Rolling up your sleeves is just one word "do"!

"Can you still do this game?" Zhou Hanyu and Fu Guangnan feel that they have gained a lot of knowledge. They have met such a designer for the first time in seven or eight years in the industry!

……

Many people are also confused on the player forum in the next year.

"It's boring, do you have any new game recommendations?"

"No, same as boring."

"This is a year from now. It is estimated that many companies have just started to work. Even if the game developed last year, it will basically be available in March."

"Oh, I'm tired of playing. Now the development cycle of good games is too long."

"By the way, who watched the "Supreme Ring 3" in the Lunar New Year file?"

"You are wrong, you should ask who didn't watch it. Who doesn't watch this kind of awesome production?"

"Yes, the box office of this movie has reached 1 billion U.S. dollars, and it is estimated to have to rise later. People who like this theme should have seen it long ago?"

"But it's also evil. Why can't the movie become popular in China, but the game can't? The game of "Supreme Ring" entered the domestic market ambitiously two years ago, and it didn't take long for GG."

"The problem of gameplay, the gameplay of foreigners does not meet the tastes of Chinese people."

"I really like this theme, but unfortunately, there are no good games."

"Upstairs, I recommend "Warcraft"."

"That's an RTS game. I have a handicap and can't play it."

"There are also maps that are not RTS in "Warcraft". Go and search for "Sacred Land"."

""Sacred Land"? Isn't that another Western fiction novel?"

"Yes, there is this RPG map in "Warcraft", which is equivalent to a fan map. If you go to play, I feel quite fun."

"Okay, I will try."

What many people didn’t expect was that a foreign magical movie "Supreme God Ring~IndoMTL.com~" in the Lunar New Year archives caused a wave of enthusiasm, making "Warcraft" the RPG map "Holy Land" Also a small fire.

On the official website, the number of guide posts for "Sacred Realm" has increased significantly, and thousands of people are playing this picture at the same time every day.

In fact, this is normal, because in the parallel world, Western fantasy subjects are in a very embarrassing situation in China.

There are many masterpieces in Europe and America, but most of them do not conform to the game habits of domestic players. There is no game like the previous "World of Warcraft", and it is difficult to open the domestic game market.

Although domestic game manufacturers know the tastes of domestic players, it is difficult for them to make authentic Western fantasy games, which often reveal a strong copycat spirit, and players do not buy it.

Therefore, domestic game manufacturers mainly focus on Xianxia and fantasy themes, and have no interest in Western Fantasy.

As a result, it is difficult for domestic players to play Western Fantasy games that suit their tastes. It is precisely because of this that "Warcraft" can become popular so quickly.

But after all, "Warcraft" is an RTS game, not like RPG games that can take most of the players.


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