After explaining the design of Onmyoji, Chen Mo started assigning tasks to the three of them.
After working on Warcraft and Wulin Legend, they were very familiar with what they needed to do. Chen Mo didn't need to say much to know what they needed to do.
Chen Mo then emphasized on the background of Onmyoji.
Onmyoji had an IP, it was based on a novel by Japanese author Naruto, but it wasn't very influential in China. Its biggest use was that it formed the main story of Onmyoji.
Of course, the original novel had a lot of words, so Chen Mo didn't need to use it, he only needed to write out the main story for Zheng Hongxi.
Furthermore, the original Onmyoji was based on the Heian period's folklore, and was based on the Modern Monogatari Collection. Most of the monsters and characters in the story had their origins, so it wasn't hard for the three of them to understand.
After assigning tasks, the three of them went back to work, especially Zheng Hongxi. This was his first time writing a Japanese story, so he had to prepare a lot of material.
As for Chen Mo, he had to control the quality of the game, just like before.
After returning to the office, Chen Mo used a Memory Playback Potion to draw out the art for each Onmyoji and Shikigami in Onmyoji.
Abe no Seimei, Kagura, Minamoto no Boa, Eight Hundred Bhikkhunis.
Daitengu, Shutendoji, Lord of Arakawa, Ibaraki Douji …
Onmyoji kept adding more Shikigami in the later updates. The final number of Shikigami was close to one hundred, the so-called Night of One Hundred Demons.
But there wasn't a need for so many Shikigami in the first version, around seventy would be enough to support the entire game.
Chen Mo first wrote out the settings, roles, and skills of each Shikigami according to his memory.
These were the core joys of Onmyoji. It had a rich combat system, and each Spirit-branded Shikigami was perfectly suited to their skills. In this aspect, Onmyoji was far superior to other Chinese mobile card games.
For example, Yuki Girl's Blizzard, Three-Tailed Fox's Furious Beauty, Jiaotu's Trickle, and so on. Their skills were perfectly compatible with the Spirit-branded Retainer's settings and background story. Not only that, after eating the same Spirit-branded Retainer, their skills could even be leveled up. Combined with different bonded spirits, the Spirit-branded Retainer's lineup became even more varied.
One of Onmyoji's biggest characteristics was that it was a product with a clear style and a high degree of completion.
Strictly speaking, the core of Onmyoji wasn't new. It was still a card game, and the playstyle was very similar to Demon Summoning.
In fact, Demon Summoning wasn't considered a phenomenal mobile game in China, but its entire game structure was very complete.
Onmyoji didn't have many innovations in terms of graphics and gameplay (other than being more hardworking), but the success of Onmyoji was that it had a lot of content around the theme of Onmyoji.
In terms of art, the UI, concept art, and models were all very exquisite and highly unified, making the entire game feel very integrated.
In terms of music, the background music and dubbing were top notch, making it easier for the players to immerse themselves in the story.
In terms of the story, Onmyoji used the wonderful story from Onmyoji as a blueprint. Every character/demon had their own story, and Onmyoji's actual anime story and written biography amounted to several hundred thousand words, and it was still being expanded.
Therefore, the real success of Onmyoji was in its story and content. While other mobile card games were still stuck at the stage of 'stealing IP', 'buying IP', and 'forcing IP', Onmyoji had achieved a high degree of unity between content and theme, reaching the level of 'I am the IP'. This was also the main reason why it could become a phenomenal mobile card game.
For Chen Mo to make Onmyoji in a parallel world, he had to grasp this point as well.
The game could be boring, it could be very hardworking, it could have a single playstyle, these flaws didn't matter, but he had to grasp its strengths, and that was to make its content better than any other mobile card game.
…
While Chen Mo was working on Onmyoji, the other designers weren't slacking off either.
Emperor Dynasty Entertainment Headquarters.
In the meeting room, the projector was showing a PowerPoint presentation on Demon Slayers Experience Sharing, with Qiu Bin as the main speaker.
There were many people in the meeting room, most of them were Emperor Dynasty Entertainment's B- and C-grade designers and their assistants. They were all listening intently, afraid that they would miss out on something.
Qiu Bin seemed to be in a good mood, speaking with confidence.
The Demon Slayers he was leading the development of had a monthly revenue of forty-five million, dominating the best sellers charts. His reputation in the mobile game industry had greatly increased, and so had his position within Emperor Dynasty Entertainment.
The bet with Chen Mo almost made him resign, but luckily Lin Chaoxu trusted him enough to let him lead the development of a game similar to I Am MT, which led to the success of Demon Slayers.
In reality, Qiu Bin was a smart person. Although he wasn't innovative enough, he was very calm. After being defeated by I Am MT, he had studied the success of I Am MT.
During the development and operation of Demon Slayers, Qiu Bin understood the core of I Am MT better and better. Qiu Bin was now confident that he was the designer with the best understanding of card games like this.
Of course, Chen Mo wasn't the only one.
Emperor Dynasty Entertainment organized this talk in hopes that Qiu Bin could share his experience with the development and operation of Demon Slayers with the other designers, further solidifying Emperor Dynasty Entertainment's advantage in the mobile game industry.
Qiu Bin spoke in front of the PowerPoint on the podium.
"I've already analyzed the core fun of card games, it's actually building the players' recognition of the value of the cards. Of course, this is something that any designer who has studied card games can understand. So, how can we fight our way out of the many card games? "
"I've summarized the success of Demon Slayers and other similar card games in three key words: fragmentation, low cost, and large IP."
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