Almighty Game Designer Chapter 194: The Donut Principle


The people who eat melon almost directly snatched the mobile hard drive from Chen Mo and couldn't wait to install the game on their computer.

"Wow! Can you play in a team?"

"Awesome, I thought it was a pure stand-alone game!"

"But I heard from the store manager that it seems that up to four people are online. Hey, the four of us are online now. Everyone is free to form a team."

"I play barbarians! How about you?"

"Then I will play the mage."

"Wow, it's exciting, but unfortunately, no more people can be online."

"I installed it, I'll wait for you in New Tristram."

"I'm fine too, hey, it really looks like the RPG map of "Warcraft", and it is an official remake of the HD version!"

"Yes, yes, I want to say, this feels too familiar."

"But which RPG map of this quality can be compared?"

"That must be a new game developed by the store manager himself!"

"Yes, I originally thought that the third person was nothing, but it turned out to be really fun!"

Soon, there was a wave of "Diablo" in the experience store. Players who had been playing other games stopped playing and started to experience "Diablo" one after another.

Actually, the networking mode of "Diablo" is different from that of online games. There are up to four people in a team, and there is not so much professional cooperation.

This networking mode is more like a LAN game like "Diablo 2", suitable for a few friends to play together, the game will dynamically adjust the difficulty of the monster according to the number of players, so that players will not lose the challenge after teaming up .

Relatively speaking, the online mode weakens the difficulty of the game to a certain extent, because when a rookie player encounters a BOSS that cannot be beaten, he can pass the level by holding his thigh, and the combination of multiple occupations will also make Clearance has become easier.

However, in order to cater for the needs of most players who like online games, take care of the experience of novices, and prevent modifiers and accelerators from damaging the game, the networking mode must be done.

Soon, these people were immersed in the dark world of "Diablo", and they couldn't help themselves.

Seeing here, Chen Mo is probably relieved. The first step of "Doughnut Principle" in "Diablo" has basically taken effect.

Actually, there are many controversies as to whether the game mode of "Diablo 3" is successful, but from the sales and subsequent player feedback, even if "Diablo 3" does not reach the classic level of "Diablo 2", It is still a very successful game.

The so-called "doughnut principle" refers to the process in which players are actually eating a doughnut from the outside to the inside when playing the game "Diablo".

The outermost circle is new players, some of Xiangli are mid-core players, and Xiangli are **** players.

When you reach the center of the donut, the player will find a hole, which is the exit exit.

For the game "Diablo".

What attracts new players is the highly characteristic art style, super high quality of the game, exciting battles and wonderful storytelling.

Other new players have grown into mid-core players, and they have begun to care about more exciting challenges such as skill matching, equipment attributes, professional features, ladders and expert modes.

When mid-core players grow into hard-core players, they will start to brush up for a piece of equipment with better attributes day after day, will repeatedly study and test better BUILD, and will be on the ladder every season Rushing to the list will tirelessly pursue the top combat power in this game.

Once **** players have experienced this feeling, they have acquired the top equipment, the list has almost climbed, or they are tired of themselves, they will find this exit and leave the game.

Of course, in the process from new players to mid-core players and then to hard-core players, players will continue to leave.

However, one of the important points in the "Doughnut Principle" is not to worry about the player leaving.

Many online games do everything in order to retain players. They are both daily active and regular activities. They always hope that players log in to the game every day to experience the same things.

In fact, although this kind of behavior is effective, it may also stimulate players to have rebellious psychology, and it will greatly affect the player’s evaluation of this game, making players feel that this game is very boring, and just leave it Won't come back again.

The cleverness of the "doughnut principle" lies in not worrying about the player leaving. As a new player, you can leave if you want to go after experiencing the plot. As a **** player, you can leave after you get tired of the ladder. You won't use all kinds of messy activities to force you to stay.

In this way, all players have played what they want to play before they leave. Originally, this game only had one month of game content. Forcing players to play for three months is not the original intention of the game "Diablo".

When the game launches new content, such as expansions and new professions, players will come back to play and pay again.

So, the "doughnut principle" is very suitable for the "Diablo" buyout fee model, and also very suitable for its gameplay.

So far, the first step of "Diablo" has gone well. Judging from the degree of addiction of these players in the experience store, Chen Mo's design of art style and game atmosphere is very correct. This This game has not been reduced to a niche game, this unique style has become its selling point.

……

The follow-up work of "Diablo" is progressing steadily, and it will be officially released in two weeks.

At the same time, many demo videos inevitably flowed to the Internet, and topics like "Chen Mo's New Game" and "Diablo" were also heating up.

"It seems that part of the "Diablo" CG and real game scenes are streaming out. Have you seen it?"

"Isn't it that kind of old antique RPG~IndoMTL.com~What's so good about it."

"Really not, the picture is very explosive, then the CG quality is higher than that of "Warcraft"."

"Really? Chen Mo's brain is flooded? This is really a stand-alone game. Even if the first month sells 500,000 copies and one copy sells 99, it will only cost 50 million monthly sales. More than 30 million, even CG money is not enough?"

"Yes, with his money burning method, this kind of CG set can't cost 40-50 million? Is this to lose money?"

"Not necessarily, this game seems to be fun. Go and see the game screen. The quality is quite high."

"What can be done if the quality is high, let's talk about the third-person perspective, and on this point, the upper limit of the game is limited, and it is impossible to catch fire."

"But I feel that the quality of this game is very high, and Chen Mo is fully capable of doing the first perspective."

"Then...that's Chen Mo's own death. What's more to say. Anyway, I don't believe that RPG with a third-person perspective can still be popular. If it is possible, I will eat my keyboard."


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