Almighty Game Designer Chapter 219: Income


Many designers in the industry are paying attention to the expansion pack "Reaper of Souls".

Everyone can see the decline shown in "Diablo". Although players and designers are thinking about how to reverse the decline and continue the vitality of the boutique game "Diablo", There has been no conclusion.

Some players or designers made suggestions, but they were quickly rejected by other players. These suggestions will more or less change the original game characteristics of "Dark", or further overdraw its vitality, let it cool faster.

"Darkness" is a fun game with brushing as its core, but this kind of unlimited brushing is very boring.

This is an endless loop in the eyes of many designers. If you want to solve this problem, you must change the game mode of Shushushu, but this will inevitably reduce the core fun of this game.

Fun and flaws are like two sides of a coin, so it is difficult to improve.

But what everyone didn't expect was that Chen Mo adopted a method that no one thought of, that is, to go to the dark one way, and continue to strengthen this kind of gameplay.

Do you find it annoying to brush?

Well, I will continue to stimulate you through various means, how about it, are you still annoying now?

Many players find that they are not annoying, and they are very interesting!

It's like a crash therapy. Although the game seems to have become more liver as soon as the seasons, ladders, and other activities are launched, everyone enjoys it.

Some game media even made a special review for "Reaper of Souls" to fully analyze how it saved the later gameplay of "Diablo".

"As a player who is a little tired of "Diablo", I can hardly imagine that "Reaper of Souls" will be such a comprehensive turning point."

"The first is to enrich the game content."

"The gloomy and silent scenes in the expansion have inherited the usual style of "Dark". The corpses piled up like a mountain, the citizens fled frantically, and evil spirits were everywhere, possessing every creature that could breathe. This atmosphere remained until the end. You can clearly feel that the world is calling you."

"The most pleasant thing is that Chen Mo arranged a duel between the protagonist and Adria in the plot. This disgusting old witch is really worth a hundred times, no, a thousand times!"

"What is even more surprising is the mystery system. Different maps and environments are randomly combined, making every journey after entering the portal a crazy and passionate dream."

"When killing the last BOSS, various equipment fell to the ground like snowflakes, and almost every time there was an epic equipment dropped. Chen Mo created a very simple but effective system, that is to go online , Kill BOSS, get rewards, and go offline. This allows players to skip the tedious steps and enjoy the pleasure of brushing."

"In fact, Chen Mo used this expansion pack to tell us that the real core competitiveness of the game "Darkness" is to brush up. Chen Mo uses a series of new gameplay methods that are in line with the characteristics of "Darkness". Saved the game again."

"The advantages of this game: dark atmosphere, adventure mode, lasting sense of accomplishment, and diverse visual effects."

"If you like brushing games, then there is no doubt that "Diablo: Reaper of Souls" will be your most correct choice."

……

The expansion film "Reaper of Souls" for "Diablo" completely complements this game, allowing it to gain longer-term vitality, thus establishing that the game "Diablo" is in The groundbreaking position in "Swipe the game".

And its unique style and distinctive features have also become a typical branch of RPG games, which has been repeatedly studied by many later designers.

The designer who was most inspired by "Reaper of Souls" should be Yan Zhenyuan.

After he finalized the later gameplay of the new project, and even started to prepare a specific design plan, "Reaper of Souls" came late.

After in-depth analysis of the characteristics of the expansion pack "Reaper of Souls", Yan Zhenyuan spent three days to make major changes to some of the game designs that have already taken shape.

Although this caused a partial overthrow and redo, and objectively increased a lot of work, Yan Zhenyuan knew very well that it was worth it.

After seeing "Reaper of Souls"'s solution to the boring problem of the later stage of "Diablo", Yan Zhenyuan also realized the problem with his previous plan.

Previously, Yan Zhenyuan planned to solve this problem by increasing online gameplay and lengthening game time, but now it seems that this method can alleviate the problem of fatigue in the late game to a certain extent, but it will damage the game itself. Traits.

However, Chen Mo's solution is the best solution currently available.

Of course, the design concepts of VR and PC are different. As an S-level designer, Yan Zhenyuan will certainly not copy everything. However, he still got some inspiration from it and looked at Chen Mo with admiration.

"This guy, it's not easy."

……

The biggest significance of "Diablo" is not only to pave the way for the future development of RPG games, but more importantly, it is a temptation in many ways.

Test the players' acceptance of the third-person perspective.

Test the players' acceptance of the dark and cult style.

Test the players' tolerance for the blasting gameplay.

The launch of "Don't Starve Together" is to test how much players love sandbox games.

Each of these can be expanded to derive many different game types, and will also guide Chen Mo's future development plan.

With the success of "Reaper of Souls", Chen Mo has unprecedented funds on hand.

The global sales of "Diablo" reached 9.8 million copies. Although it is far less than the 30 million copies of the previous Blizzard, it is already a very proud achievement.

"Reaper of Souls" has not been launched overseas. Currently, domestic sales alone have reached more than 2.9 million copies. Almost all players who bought "Diablo" are considering buying this expansion.

(Domestic players in this world have finally tasted the pleasure of leading the world in the masterpiece version.)

The domestic sales volume of "Famine" is 4.35 million sets. Although this sales volume is not as good as the previous life, in the parallel world, a sandbox game with such a small investment can get this sales volume. It's a miracle.

The two games are all very popular, which not only has accumulated a lot of popularity for Chen Mo, but also brought him huge income.

Originally, Chen Mo’s research and development funds on hand were around 700 million ~ IndoMTL.com~ The cost of developing "Diablo" was relatively high. Including the expansion of "Reaper of Souls", nearly 200 million was spent. In comparison, the development cost of "Famine" is drizzle.

After all, this kind of boutique game is too expensive.

Fortunately, "Diablo" has performed equally well in the international market. So far, Chen Mo's income is as follows.

The domestic version of "Diablo" revenue: 340 million.

The international version of "Diablo" revenue: 1.23 billion.

Domestic income of "Famine": 61 million.

Revenue of the domestic version of "Reaper of Souls": 236 million.

Of course, during this period of time, Onmyoji and Warcraft continued to provide income for Chen Mo.

After tossing for so long, Chen Mo's R&D funds finally achieved a key growth, breaking through the 3 billion mark.


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