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Home > Fantasy > Almighty Game Designer > Chapter 186

Chapter 186

Words:1538Update:22/06/20 13:05:53

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Zou Zhuo asked, "Wow, you just got back and you're already starting work, that's so professional! Speaking of which, can you tell me what kind of game it is? "

Chen Mo laughed, "Don't worry, I'll look it up on the internet to see if it's even possible."

Zou Zhuo nodded, "Alright, I'll definitely trust a game from the manager!"



Chen Mo looked up the state of standalone RPGs in both PC and VR games.

Simply put, MMORPGs were the dominant genre in both China and overseas. There were too many advantages to MMORPGs, the most prominent being the interaction between players, which greatly extended the lifespan of the game and increased revenue.

There were still traditional standalone RPGs, but they weren't getting as much attention as they used to be, which meant that there were fewer and fewer good games.

This was one of the misconceptions of the world, placing too much emphasis on MMORPGs brought about a chain reaction.

Large scale MMORPG games like this all used a first person perspective, and had a brighter art style.

This was mainly to make it easier for the players to immerse themselves in the game. The brighter art style also ensured that the players wouldn't feel stifled when they were immersed in the world for long periods of time.

However, the problem with this was that the information that the players received was limited, their vision would be blocked, and they wouldn't be able to deal with large groups of monsters.

In many MMORPGs, the players would fight in groups. If there were already a lot of players, then the entire scene would become messy if there were a lot of monsters as well. It would be impossible to tell who was who on the PC screen due to the overload of information.

The effect would be much better on the VR platform, but most VR games were ported to the PC platform first, so they more or less followed the PC settings.

Various reasons led to one thing, which was that this world was extremely lacking in "swipe swipe" games.

This was the reason why RPG maps in Warcraft were so popular. Players liked the feeling of being able to "chop vegetables", but the players themselves didn't realize it. Many game developers didn't pay attention to it because it wasn't a popular feeling.

Of course, even if they noticed it, they might not be able to do it well. That was because the game of "slash, slash, slash" seemed simple, but there were many tricks to it. If the design concept was wrong, the players would not be able to play it for long and would soon get bored.

It just so happened that Chen Mo had a pretty good hack and slash game. It could be used as a transition to an RPG game and fill in the gaps in this world.

Chen Mo opened his laptop at the front desk and started working on the design concept for Diablo.

For Chen Mo, developing Diablo was much more difficult than Warcraft. His Diablo would definitely be on par with Diablo 3 in every aspect, which was why the amount of resources required was much higher than Warcraft.

Most of the level maps in Warcraft could be created in the map editor, but Diablo couldn't. Diablo maps were dynamically generated and had a lot of different elements, which was a challenge for Chen Mo.

Diablo was a good transition product. Chen Mo had never made an RPG before, so it would be risky to try out an MMORPG.

Moreover, Diablo's style, playstyle, and theme were all unique even in his previous world. There were many games that resembled Diablo, but none of them could truly surpass it.

It was still a classic example of a hack and slash game.

After that, it was just a matter of which generation it was going to be.

Diablo 1 was too old, and the playstyle at that time was rather simple, so it wasn't worth considering.

Diablo 2 was seen as an eternal classic, and it was the first game in the genre, causing many games to follow suit. Moreover, Diablo 2's atmosphere and playstyle all fit the theme of Diablo.

However, Diablo 2 was a long time ago. Even though many of the game's design concepts were not outdated, the combat system, interface, and art were already a little outdated.

Diablo 3 was still a very successful game, but to the veterans of the Diablo series, many people felt that it wasn't as iconic as Diablo 2. Although the graphics were much better, it still lacked the essence of the Diablo series to a certain extent.

With Chen Mo's current design skills, it wouldn't be a problem to make either Diablo 2 or Diablo 3. The art and quality of the game would definitely be on par with Diablo 3, so the only thing he had to consider was the atmosphere and playstyle.

After some consideration, Chen Mo decided to use Diablo 3 as a base, using its world setting, story, and art style. At the same time, he made some minor adjustments to the playstyle and art style, making the overall style more similar to Diablo 2.

The main reason why Diablo 3 wasn't as immersive was because of the art style and playstyle.

In Diablo 2, the dark dungeons, twisted monsters, blood stains, and broken limbs all created a terrifying atmosphere. Even vision was limited to a certain extent, making the players wary. Coupled with the music and sound effects, the players would always be immersed in a very depressing atmosphere.

However, Diablo 3 abandoned this art style to a certain extent. Perhaps it was subconsciously made to be flashy, but it lost the gloomy, creepy, and terrifying atmosphere.

At the same time, Diablo 3's levels were relatively easy. As long as the difficulty wasn't artificially increased, most players would be able to clear the levels. The sense of danger when fighting powerful bosses would be greatly reduced, and the thrill of defeating bosses wouldn't be as great.

For Chen Mo, he wanted to make an authentic Diablo game. Only by creating this kind of atmosphere would he be able to make this hack and slash game more interesting, and keep the players playing for a long time instead of getting sick of it after a month or two.

Of course, there were some obstacles to making this game.

The biggest one was the issue of censorship.

The violence and gore in Diablo would have been difficult to censor in his previous world. Diablo 3 was also censored for a long time before it was finally released.

However, in the parallel world, violence and gore were more tolerated. The game could be censored, but it couldn't be played by minors. Moreover, Chen Mo was now an honorary committee member and had some connections with the Game Committee, so he had an advantage when it came to censorship.

If he wrote out the concept for the game and let the Game Committee know beforehand, it shouldn't be a problem to get it approved.

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