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Chapter 185 The setting of "Diablo"

The overall plan of Diablo can be roughly divided into three aspects.

Plot and mission line planning: This part mainly lists the entire plot framework and arranges each story line so that players can experience the entire plot story smoothly.

Map and level settings: This part is based on the plot, and the theme scenes in the plot are different. The models, maps, etc. used are also different.

Moreover, a major feature of "Diablo" is the random map. Every time a player enters the same battle scene, the positions of various scene elements are randomly distributed, such as the dungeon entrance, the altar and other elements are randomly generated each time, which makes exploration one of the important fun of the Dark series.

Character combat system and monster types: This part mainly focuses on planning the combat skills of the characters controlled by the player and the characteristics of monsters at each level, making the entire combat system richer.

After these three pieces are done, the others will be fine and can be gradually improved.

In addition, Chen Mo's changes to "Diablo 3" mainly focus on the art style and gameplay.

In terms of art style, Chen Mo considered using cult, dark, weird styles, horror and bloody when setting up concept drafts, which made people feel dull and depressed when they saw the picture.

In terms of gameplay, the player's sense of crisis is also greatly enhanced.

First, reduce player attributes and enhance the damage of key BOSS skills, so that players face more dangers when encountering large groups of monsters and BOSS wars, and increase the probability of failure of the entire game.

In fact, the most unreasonable thing about "Dark 3" is that the numerical expansion in the later stages is basically difficult for the boss to pose any threat to players. It is harmless whether to avoid key skills.

The ones that really pose a major threat to players are those elite monsters, but the way to defeat elite monsters is not through movement and operation, but entirely through equipment (stack of all elements resistance), which greatly weakens the tension of the entire game.

Therefore, Chen Mo considered appropriately reducing the issue of numerical expansion in "Dark 3" to make players more cautious.

Second, continue the vision design of "Dark 2", the player's visual range is reduced, and he is more likely to suddenly encounter powerful enemies outside his vision, especially in dark caves, which feels even stronger.

Third, in terms of some scene design, refer to the design of "Dark 2".

If you choose the character interface, the background of "Dark 2" is a dark and dark town, and the heroic character is hidden in the darkness. Whoever you choose will walk from the shadow to the bonfire, and then you can see his appearance clearly.

"Dark 3" chooses characters in a bright and moon-lit scene, and this atmosphere has been greatly reduced.

Chen Mo also considered replacing all of these functions and scenes that were seriously inconsistent with the style of "Dark 2".

Fourth, in terms of game narrative and player emotional mobilization, they also follow the consistent style of "Dark 2".

"Dark 2" is a master in terms of player emotional mobilization. Taking the first act as an example, the entire game process is a complete cycle of safety-dangerous-tension-anxious-rest-repression-explosion-relaxation, and the player's emotions are always controlled just right.

The general process of the first act is:

Town (Safe) - Evil Cave (Danger) - Eliminate all enemies and gain greater vision (Safe)

The Cold Land (Safe)-Blood Bird (Tenile)-Cemetery (Very Dangerous)

Stone wilderness (safety)-underground passage (dangerous)-dark forest (tension)-underground prison (anxious)

Inner corridor (temporary breathing)-Cathedral Caveyard (extremely depressed)-Kill Andalil (explosion, relax).

During the entire process, the player's emotions fluctuate with the changes in the plot, with tension and relaxation, and are always immersed in the game and unable to extricate themselves.

However, "Dark 3" did not do well at this point. Obviously, when planning the level scenes first, they did not consider too many changes in player emotions.

Chen Mo plans to fine-tune the sequence of each plot scene in "Dark 3" according to this rule, so that the entire plot scene can better motivate the emotions of players.

In addition, Chen Mo plans to make some changes to the numerical balance of "Blizzard-style" to weaken some profession homogeneity 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 conceptual setting of "Diablo", Chen Mo was about to go to the tour committee for formal work and first meet Qiao Hua to ensure that there are no major problems in game review.

...

On the eighth day of the first lunar month, new employees officially joined the company.

The new work location has been arranged, and various office equipment such as computers and hand-painted boards are in place, including coffee machines, refrigerators, microwaves, snack stands, etc.

Su Jinyu came back yesterday and has been busy with the new recruits.

At 11 noon, Chen Mo came back from outside.

Su Jinyu said: "Shop manager, the new colleagues have arrived. Why don't you go and welcome me?"

Chen Mo nodded: "Okay."

The new office space is next to the experience store. It was originally a cafe, but it was pretty good after the renovation, giving people a very comfortable feeling.

Seeing Chen Mo coming, everyone stood up.

"Everyone come to the conference room and briefly explain to you what you will do next." Chen Mo said.

A conference room was separated from the studio, enough for 20 people to sit. All of these new employees sat around the conference table. Chen Mo was in the center, and three assistants sat on both sides of him.

Chen Mo looked at the newly hired people and was quite satisfied.

Most of these people have rich work experience, and Chen Mo himself has decided on the candidates, so there is definitely no problem in terms of ability.

Chen Mo looked around everyone and said seriously: "I am a person who speaks directly, so there is no need to say anything polite. I have talked to you about salary, benefits, bonuses and benefits when I joined the company, so I won't repeat it. In short, it's far higher than the industry average."

"I only have one requirement for everyone, which is to successfully complete the tasks I assigned to you. I don't know what you are like in other companies, but here I will ask about the details of the game in detail, and I don't want to get an ambiguous answer."

"Under any circumstances, even if you don't understand my design intention, I hope everyone can strictly follow and execute it. When the game is made, you will naturally understand my intention."

"Similarly, as long as everyone does their job well, I can guarantee everyone that they will pay you that no other company can afford. In terms of money, you can rest assured that we are a company that is not short of money."

The newly hired employees all had a vague look on their faces.

Among these people, many are older than Chen Mo, but no one dares to question what Chen Mo said, because just Chen Mo's resume over the past two years is enough to shock the vast majority of people present.

Considering Chen Mo's ability to make money in developing games, player reputation and his growth rate, no employee dares to underestimate this young boss.

—————

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