Chapter 185: The setting of "Diablo" (five watches)
The overall plan of Diablo can be roughly divided into three aspects.
Plot and quest line planning: This part mainly lists the overall plot framework, and arranges each story line at the same time, so that players can experience the entire plot story smoothly.
Map and level setting: This part is based on the plot, the various scenes in the plot are made, and the theme scene of each scene is different, and the models, textures, etc. used are also different.
Moreover, one of the major features of "Diablo" is the random map, every time the player enters the same battle scene, the location of various scene elements is randomly distributed, such as dungeon entrances, altars and other elements are randomly generated every time, which makes exploration one of the important pleasures of the Diablo series.
Character battle system and monster type: This part is mainly to plan the combat skills of the characters controlled by the player, as well as the characteristics of the monsters in each level, so as to make the entire combat system richer.
After these three pieces are done, the others are all small details, which can be slowly improved in the future.
In addition, Chen Mo's changes to Diablo 3 are mainly focused on the art style and gameplay.
In terms of art style, Chen Mo considered using a cult, dark, and weird style when setting up the concept draft, which was terrifying and bloody, so that people couldn't help but feel dull and depressed when they saw the picture.
In terms of gameplay, it also greatly strengthens the player's sense of crisis.
First, reduce player attributes and enhance the damage of key boss skills, so that players can face more dangers when encountering large groups of monsters and boss battles, so that the probability of failure in the entire game increases.
In fact, the most unreasonable thing about "Diablo 3" is that the later values are inflated, and the boss is basically difficult to pose any threat to the player, and it is harmless to dodge the key skills at all.
The real threat to the player is the Elites, but the way to defeat them is not through positioning and manipulation, but entirely by equipment (stacks of all-elemental resistances), which greatly reduces the tension of the game.
Therefore, Chen Mo considered appropriately reducing the problem of value inflation in "Diablo 3", so that players could play more cautiously.
Second, continuing Diablo 2's vision design, players have a reduced visual range, and are more likely to suddenly encounter powerful enemies outside of vision, especially in dark caverns, where this feeling is even stronger.
Third, in terms of some scene design, refer to the design of "Diablo 2".
If you choose the character interface, the background of "Diablo 2" is a dark and gloomy town, and the hero character is hidden in the dark.
"Diablo 3" chooses characters in a moonlit scene, and this atmosphere is greatly reduced.
These functions and scenes that are seriously inconsistent with the style of "Diablo 2", Chen Mo also considered replacing them all.
Fourth, in terms of game narrative and player emotional mobilization, it also follows the consistent style of "Diablo 2".
Diablo 2 is a master at the player's emotional mobilization, taking the first act as an example, the whole game process is a complete cycle of safety-danger-tension-anxiety-depression-outburst-relaxation, and the player's emotions are always mastered just right.
The general flow of the first act is:
Town (Safe) - Evil Cave (Dangerous) - Destroy all enemies and increase vision (Safe)
Icy Plains (Safe) - Blood Bird (Nervous) - Graveyard (Very Dangerous)
Stone Wilderness (Safety) - Underground Passage (Danger) - Dark Forest (Tension) - Underground Prison (Restless)
Inner Cloister (Temporary Respite) - Cathedral Catacombs (Extremely Depressing) - Kill Andariel (Erupt, Relax).
Throughout the process, the player's emotions fluctuate with the changes of the plot, and they are always immersed in the game and cannot extricate themselves.
However, Diablo 3 doesn't do a good job of this, apparently not taking into account too many changes in player mood when planning the level scene at the beginning.
Chen Mo plans to fine-tune the order of the various plot scenes of "Diablo 3" according to this rule, so that the entire plot scene can better mobilize the emotions of players.
In addition, Chen Mo intends to make some changes to the "Blizzard-style" numerical balance, weaken some class homogenization tendencies, and make the entire seemingly chaotic game system orderly within the system, rather than imposing a restriction outside the system to make it meet his expectations.
After roughly finalizing the concept of "Diablo", Chen Mo was ready to wait for the official start of work to run the game committee, and first meet with Qiao Hua, at least to ensure that there are no big problems in the game review.
……
On the eighth day of the first lunar month, the new employees officially joined the company.
The new work location has been arranged, and all kinds of office equipment such as computers and hand-drawn tablets are in place, as are coffee machines, refrigerators, microwaves, snack racks, etc.
Su Jinyu came back yesterday and has been busy with the new recruit.
At 11 o'clock at noon, Chen Mo came back from outside.
Su Jinyu said: "Store manager, the new colleagues have already arrived, why don't you go and welcome them?" ”
Chen Mo nodded: "Okay." ”
The new office space is next to the experience store, which was originally a café, and it is not bad after the renovation, and it feels very comfortable.
Seeing Chen Mo coming, everyone stood up.
"Let's come to the conference room and briefly explain the next work to everyone." Chen Mo said.
There is a conference room in the studio, enough to seat 20 people, and these new employees are all sitting around the conference table, Chen Mo is in the most central position, and the three assistants are sitting on both sides of him.
Chen Mo looked at these newly recruited people and was quite satisfied.
The vast majority of these people have rich work experience, and the candidates that Chen Mo personally decided on in the end must have no problem in terms of ability.
Chen Mo looked around at everyone and said seriously: "I am a person who speaks more directly, so there is no need to say polite words, about salary and bonuses, I talked to everyone when I joined the company, so I won't repeat it." In a word, much higher than the industry average. ”
"I have only one request for you, and that is to successfully complete the tasks I have given you. I don't know what you're like at other companies, but here, I'm going to go over and ask for details about the game, and I don't want to get ambiguous answers. ”
"In any case, even if you don't understand my design intentions, I hope you can strictly follow and implement them, and when the game is made, they will naturally understand my intentions."
"In the same way, as long as you do your job well, I can promise you that you will be paid in a way that no other company can give. When it comes to money, you can rest assured that we are a company that is not bad for money. ”
There was a vague expectation on the faces of the new employees.
Among these people, many of them were older than Chen Mo, but no one dared to question what Chen Mo said, because just Chen Mo's resume in the past two years was enough to shock the vast majority of people present.
Considering Chen Mo's ability to make money in developing games, the reputation of players and his growth speed, no employee dares to despise this young boss.
——————
Please support the starting point to read and support the genuine version.
Push the book "Molestation Entertainment", the author is as updated and stable as me!