Chapter 194: The Donut Principle (Four Changes)

The people who eat melons almost directly snatched the mobile hard drive from Chen Mo's hands, and couldn't wait to install the game on their computers.

"Wow! Can you play in a team? ”

"Awesome, I thought it was a pure single-player game!"

"But I heard the store manager say that it seems that there are up to four people online, hey, let's go online for four people, everyone is free to team up."

"I play barbarians! What about you? ”

"Then I'll be a mage."

"Wow, it's exciting, but it's a pity that more people can't be online."

"I've got it loaded, I'll wait for you in New Tristm first."

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

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

"But which RPG map can compare to this quality?"

"That's a must, a new game developed by the store manager himself!"

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

Soon, there was a wave of Diablo in the experience store, and players who were originally playing other games stopped playing and started to experience Diablo one after another.

In fact, Diablo's networking mode is different from online games, with a maximum of four players in a team, and there are not so many class cooperation.

This networking mode is more like a LAN game like Diablo 2, suitable for a few friends to play together, and the difficulty of the monsters will be dynamically adjusted according to the number of players in the game, 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 rookie players can completely clear the level by hugging their thighs when they encounter a boss who can't beat it, and mixing and matching multiple classes will also make it easier to clear the level.

However, in order to take care of the needs of the vast majority of players who like to play games online, take care of the experience of novices, and prevent modifiers and accelerators from destroying the game, the network mode must still be done.

Soon, these people are immersed in the dark world of Diablo, addicted to brushing and brushing.

Seeing this, Chen Mo was probably relieved, the first step of the "Donut Principle" of "Diablo" basically took effect.

In fact, there is a lot of controversy about the success of Diablo 3's game mode, but judging from sales and subsequent player feedback, Diablo 3 is still a very successful game even if it doesn't reach the classic level of Diablo 2.

The so-called "donut principle" refers to the fact that when a player plays the game Diablo, they are actually eating a donut from the outside in.

The outermost circle is for new players, some inward are mid-core players, and inward are hardcore players.

Once in the center of the doughnut, the player will find a hole, which is the exit to leave.

For Diablo as a game.

What attracts new players is the highly distinctive art style, high quality gameplay, intense battles, and exciting storytelling.

As new players grow into midcore players, they begin to care about more exciting challenges such as skill matching, equipment attributes, class characteristics, ladders, and expert modes.

When mid-core players grow into hardcore players, they will start to brush up on a piece of equipment with better attributes day after day, will repeatedly study and test better builds, will climb the ladder every season, and will tirelessly pursue the best combat power in the game.

And once hardcore gamers experience this feeling, brush up on a top-of-the-line outfit, climb the charts almost, or get tired of it, they'll find this outlet and leave the game.

Of course, in the process of new players to mid-core players, and then to hardcore players, there will be players leaving constantly.

However, one of the most important things about the Donut Principle is not to worry about players leaving.

Many online games do everything to retain players, both daily and regular activities, and always want players to log in to the game every day to experience the same thing.

But in fact, although this behavior is effective, it may also stimulate players to rebel, and it will greatly affect the player's evaluation of the game, which will make players feel that the game is very boring, and they will not come back if they leave.

And the cleverness of the "donut principle" is that there is no fear of players leaving. As a new player, you can go if you want after experiencing the plot, and as a hardcore player, you can also go after you get tired of playing the ladder, and you will not be forced to stay with all kinds of messy activities.

This way, all players have what they want to play before they leave. Originally, this game only had one month of gameplay content, and forcing players to play it for three months was not the original intention of the game Diablo.

When the game comes out with new content, such as expansions and new classes, players will come back to play and pay again.

So, the "donut principle" is a perfect fit for Diablo's buyout fee model, as well as its gameplay.

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

……

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

At the same time, many trial videos have inevitably flowed to the Internet, and topics such as "Chen Mo's new game" and "Diablo" are also heating up.

"It seems that some of the CG and game live pictures of Diablo have flowed out, have you seen it?"

"Isn't it that kind of old antique RPG, what's there to see."

"It's really not, the picture is very explosive, so the CG quality is higher than that of Warcraft."

"Really? Chen Mo's brain is in water? This is a stand-alone game.,Even if it sells 500,000 copies in the first month.,One sells for 99.,That's only 50 million monthly flows.,More than 30 million in hand.,Even CG money isn't enough, right? ”

"Yes, with his money-burning method, this kind of CG can't start at forty or fifty million? Is this going to make money at a loss? ”

"Not necessarily, this game is very fun, it seems, you go and see the game screen, the quality is quite high."

"What can you do with high quality, let's just say the third-person perspective, just this will limit the upper limit of this game to death, and it can't be a hit."

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

"That'...... That's Chen Mo's own death, what is there to say, anyway, I don't believe that RPGs from a third-person perspective can still be popular, and if they can be popular, I ate my keyboard. ”