Chapter 184: A Game of Brushing and Brushing (Four Changes)

Zou Zhuo asked: "Wow, store manager, you just came back and are about to start working, this is too dedicated!" By the way, can you give me a thorough explanation, what type of game is it? ”

Chen Mo smiled: "Don't worry, I'll check on the Internet first to see if this type can be done." ”

Zou Zhuo nodded: "Okay, the game produced by the store manager must be trustworthy!" ”

……

Chen Mo roughly checked the current situation of stand-alone RPGs in PC games and VR games on the Internet.

To put it simply, there are too many advantages at home and abroad, and the most prominent advantage is that a large number of players interact with each other, which can greatly extend the life of the game and promote the revenue of the game.

Traditional single-player RPG games are still there, but they don't get as much attention as they used to, and there are naturally fewer and fewer good works.

This is one of the misconceptions that the world has fallen into, and the overemphasis on MMORPGs has brought about a series of chain reactions.

It's a massively multiplayer RPG that takes a first-person perspective and has a relatively bright art style.

This is mainly due to the fact that the first perspective makes the player feel more immersed and easier to integrate into the game world. And the bright art style ensures that players will not feel depressed and dull when immersed in this world for a long time.

The problem with this is that in the case of a first-person view, the player's access to information is very limited, the field of vision will be obscured, and it will not be able to cope well with large groups of monsters.

In many MMORPGs, players are fighting in groups, and there are already a lot of people, and if there are many monsters, the whole picture will become very messy when it comes to fighting, and it is impossible to distinguish who is who on the screen on the PC side, and there is a serious surplus of information.

The effect will be much better on the VR platform, but most of the games on the VR platform are ported after the success of the PC platform first, so the settings on the PC are more or less the same.

For a variety of reasons, there is an extreme lack of "brush-brush" games in this world.

Therefore, the popularity of RPG maps in "Warcraft" is precisely because of this, players still like this kind of "chopping melons and vegetables" refreshing, but players themselves are not very aware that this call is not strong, so many game developers have not paid attention.

Of course, even if you notice it, you may not be able to do it well, because the game seems simple, but in fact there are many doorways, and if the design concept is not right, players will not play it for a long time, and they will soon get bored.

It just so happens that Chen Mo has a very good "brush, brush" game here, which can be used as a transitional work to transform into an RPG game and fill the gap in this world.

Coming to the front desk, Chen Mo opened his laptop and began to write the design concept draft of "Diablo".

For Chen Mo himself, the difficulty of developing "Diablo" is higher than that of "Warcraft", and the "Diablo" he developed must reach the level of "Diablo 3" in his previous life in all aspects, so the amount of resources is much higher than that of "Warcraft".

Most of the level maps in "Warcraft" can be made directly with the map editor, but "Dark" is not, the dark map is dynamically generated, and the elements are very rich, which is a challenge for Chen Mo.

"Diablo" is a good transitional product, Chen Mo has never done any RPG games before, and it is a bit risky to rush into MMORPG.

Moreover, even in the previous life, the style, gameplay and theme of Diablo are unique, and there are many "dark-like" games, but none of them can surpass it in a real sense.

It has always been one of the most typical representatives of the "brush brush" game.

After that, it's a question of which generation to do.

Diablo 1 is too old, and the gameplay design at that time was relatively monotonous, so I won't consider it.

Diablo 2 is regarded as a timeless classic, and it did create the genre of Dark, which has attracted many games to follow suit. And the atmosphere and gameplay of "Diablo 2" are the most in line with the theme of "Dark".

However, Diablo 2 is a bit old after all, and while many of the design concepts still look outdated today, the combat system, interface operations, and art expressions are a little outdated.

"Diablo 3" is still a very successful work, but for veteran players of the Diablo series, many people feel that it does not reach the classic level of "Diablo 2", although the picture quality has improved a lot, but to some extent it lacks the essence of the Diablo series.

In terms of Chen Mo's current design level, there is no problem with doing "Diablo 2" or "Diablo 3", and the art level and game quality can fully reach the level of "Diablo 3", so the only thing that needs to be considered is the atmosphere and gameplay.

Chen Mo thought about it for a while and decided to use "Diablo 3" as the basis, follow its world view setting, plot story and art style, and at the same time carry out a small-scale reset, adjust some gameplay, and fine-tune the art style, so that its overall style is more biased towards "Diablo 2".

In fact, the reason for the deterioration of the sense of substitution in "Diablo 3" is mainly due to the art style and gameplay.

In Diablo 2, the gloomy dungeons, twisted monsters, scattered bloodstains, and mutilated limbs all create a terrifying atmosphere, and even the vision will be limited to a certain extent, making players vigilant, and with the music and sound effects, they are always immersed in a very oppressive atmosphere.

But "Diablo 3" abandoned this art style to a certain extent, perhaps unconsciously made gorgeous, but somewhat lost its bleak, weird, and terrifying tone.

At the same time, "Diablo 3" is relatively easy in terms of level difficulty, without artificially raising the difficulty, most players can successfully clear the level, and the sense of crisis when challenging the powerful boss is greatly weakened, and the coolness of defeating the boss is reduced.

For Chen Mo, what he wants to do is an original "dark" game, because only by creating this kind of atmosphere can this "brush" game be more interesting, so that players can play for a long time, instead of throwing up after a month or two.

Of course, there are some hurdles in making this game as well.

The biggest obstacle is the issue of auditing.

If the bloody and violent elements in "Diablo" were placed in the previous life, it would be very difficult to pass the trial, and "Diablo 3" was also reviewed for a long time before it was finally released.

However, in the parallel world, the bloody and violent factors are relatively tolerant, and the game can be reviewed, but it cannot be used for minors to play. Moreover, Chen Mo is now an honorary committee member, and he also has some relationship with the game committee, so he will have a certain advantage in game review.

Write out the concept draft of the game first, and communicate with the department responsible for review on the game committee in advance, and it should not be a big problem to pass the review.

Next, it's a matter of roughly smoothing out the design ideas and planning all aspects of the game.