Almighty Game Designer Chapter 211: The follow-up of “Dark” is weak?
Chen Mo's "Diablo" and "Famine" were released in two consecutive releases, which caused a lot of waves in the player base and the game industry, but it did not trigger a wave of crazy imitations like the previous card mobile games. .
This is reasonable, because the characteristics of these two games are too obvious to imitate.
"Diablo" does give some inspiration to the industry, that is that there is currently a lack of such games with "swipe" as the main cool feeling on the market, but how to fill this gap has become a very confusing The problem.
If you follow the method of "Diablo" and make a game with a third-person perspective and cult style, let alone whether you can burn money to achieve the quality of "Diablo", even if it is achieved, It's just a high imitation product of "Dark", will players accept it?
So, the only way out is to develop this type of VR game, which is exactly what Emperor Interactive Entertainment is doing.
As for other companies? VR games are too risky, not to mention changing such a big type. After all, there are very few game companies that dare to take this risk.
As for "Don't Starve Together", this game is also not reproducible in the eyes of most designers.
Because no one knows what exactly is the reason for this game to get the current sales.
The story? Style? Music sound effects?
Props? How to play? Sandbox mode?
The only certainty is that this is a relatively successful sandbox game. On the premise of its excellent quality, it has rich gameplay, which well simulates the human survival instinct and stimulates the player's desire to create.
But how can we make a sandbox game similar to Don’t Starve Together?
No clue.
Sandbox games look very beautiful, but they are very difficult to actually make. Those successful sandbox games are not particularly difficult to analyze, but no one can think of this idea.
Therefore, although the industry's evaluation of "Diablo" and "Famine" is good, it has not formed the kind of imitation frenzy like the previous card mobile games.
Moreover, as "Diablo" began to show signs of decline, more and more people watched the game.
"On the "Dark" forum, there are players complaining that the latter part of the game is boring."
"Well, I felt it too. I also played this game. It was very refreshing at first, but after all, the subsequent gameplay is too monotonous. If it is not driven by the desire to brush equipment, few people can play it. "
"Equipment drivers will always get tired. The better the equipment, the more difficult it is to produce. After brushing it for a whole day, you can’t find a usable equipment. This kind of frustration is too strong."
"It can only be said that Chen Mo is not omnipotent. Although the games he made are very playable, this game is no longer good."
"Then there is no way. I think Chen Mo might have thought about it from the beginning. This game is just a wave, the packaging is neat and beautiful, the various CGs are very bluffing, and it’s also very cool when brushing monsters. I lied to someone to buy the game first, and then left it alone."
"That's quite normal. This is a stand-alone game. Don't always use the standards of online games to measure it."
"After Chen Mo produced "Diablo", he went on to develop "Famine" non-stop. Obviously he didn't expect "Diablo" to make money for him for a long time."
"Yes, I think so too. Chen Mo is now constantly trying various game types, which may pave the way for the future. "Diablo" will not work. You can still follow the "Famine" path. ."
"I was shocked when I saw Chen Mo come up with "Diablo", but now it seems to be a flash in the pan. Although this game is still in sales, the old players are tired of playing it after all. Up."
"Yes, I think this game is getting cold soon."
"I heard that Dichao Huyu wants to make a VR game similar to "Dark", I don't know how it is."
"It seems that Yan Zhenyuan is doing it. The designer's ability must be no problem, and the channels and funds of the imperial court must be no problem. I think this game is still going to be popular."
"Yes, and it may be more popular than "Diablo", after all, VR games are more immersive."
"It's not easy to say, the third-person PC game is changed to VR, this is too risky, almost equivalent to another game."
"But Yan Zhenyuan is an S-level designer, and he has never failed any game he made. Moreover, this game is a gimmick. If you think about it, you can kill the Quartet in VR. It can be considered Fill the gap in the market."
"That's right. Hey, it seems that Chen Mo was a little miscalculated this time. This game should be released later. He should be able to develop VR games soon. Wait for another half a year to release it. You can develop the "Diablo" on the VR side by yourself. Take it out so early, this is a loophole by the Emperor!"
……
Yan Zhenyuan is also playing "Diablo".
So far, he has been very clear about the mechanics of the game. Those exquisite plots and CGs, as well as the horror atmosphere created with great effort, are nothing but a kind of packaging. The real core is the equipment and numerical system that serve the gameplay of "swipe".
Of course, the packaging is so exquisite that it makes people have an urge to "buy cedar and return beads".
In fact, the entire mid- to late-stage fun of "Diablo" is supported by numerical stimulation.
While constantly spawning monsters, players keep accumulating better equipment, improving the strength of the character, and then challenging more difficult modes. Numerical value becomes the core element that drives player behavior.
At first glance, this is a feasible solution, but for now, Diablo is not performing well.
Yan Zhenyuan is also thinking about how to solve this problem~IndoMTL.com~After all, the VR game he wants to make should learn from the performance of "Diablo" on the PC side. If this game is only more than two months, players will be tired of playing. Then the follow-up profitability is too bad.
After all, VR games are different from PC games. They need to invest more resources and money. If you just buy out the sales of the system, you can at most ensure that you lose a little less. Want to make more money is a foolish dream.
"It's too late, I have to come up with countermeasures quickly."
Now Yan Zhenyuan’s project is also in the development stage, and various research and development work is progressing steadily, but we must quickly finalize the later gameplay to ensure player retention.
This is almost November. According to the plan, the test will be arranged in June next year and the official release will be made in August. This time is too tight.
"Forget it, let's try to stay close to the idea of online games, try to increase the interaction between players through social networking and trading, and then lengthen the game content to make the player level increase slower, and forcibly extend the player's Game time."
Yan Zhenyuan decided that since this method seems to be difficult to solve at present, he should simply learn from the method of online games and forcefully prolong player retention through various activities.