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Home > Fantasy > Almighty Game Designer > Chapter 189

Chapter 189

Words:1430Update:22/06/20 13:05:54

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Zhao Yunting asked, "Manager, I have a question."

Zhao Yunting was in charge of marketing the game. Her main job right now was to manage Onmyoji, but she would be in charge of marketing when the new game was released.

Chen Mo nodded, "Mmm, just ask."

Zhao Yunting said, "I'm not worried about the quality of the game. What I'm worried about is that there's too much blood and violence in the theme, like the corpses and blood in the dungeon. Also, there's a Necromancer in the game. Will that get stuck in the review process?"

Chen Mo replied, "Don't worry about that. I've already gone to the Game Committee's review department. The game is 18 +, so it should pass. Don't worry about the review process. There's no need to worry about it. Things like corpses, blood, limbs, etc. Try to make it as realistic as possible so it doesn't affect the overall atmosphere of the game. "

Su Jinyu exclaimed, "That's amazing, the honorary committee member can do whatever they want."

Chen Mo laughed, "You talk too much. Alright, everyone should understand the content of the game now. Go and prepare. Hongxi, I'll send you the outline of the story later, prepare yourself. "

"The story this time is about Diablo. We need to make the players feel that this is a hopeless world. Take a look at the dark history of the Middle Ages in Europe. Things like the Black Death, Execution by Fire, Soul Cleansing, Hanging Cages, Iron Lady … These things can be used in the game, especially in the Hell chapter. "

Zheng Hongxi wiped the sweat off his forehead, "Alright, I'll try my best …"

… …

Everyone started preparing for Diablo as soon as they finished explaining the concept manuscript.

Chen Mo couldn't just sit around while the others were gathering information and understanding the design. He started using Memory Playback Potions to go through the design of Diablo.

The difficulty this time was that Chen Mo wanted to make Diablo that used the third generation story and playstyle, but combined the art, atmosphere, setting, and highlights of the second generation. Therefore, he had to recall the content of both games and slowly decide what to do.

First, in terms of the flow of the story, follow the storyline of Diablo 3.

The first act was to defeat the Skeleton King Leoric. The second act was to go to Caldim and defeat Billie the King of Lies. The third act was to defend the Citadel and kill his way into the Heart of Sin to defeat Azmodan. The fourth act was to fight the God of Diablo in the High Heavens and defeat him.

In terms of story, the quality of Diablo 3's story was quite good. At least, it wasn't inferior to Diablo 2. Of course, due to the art style and presentation, Diablo 3's story lacked a sense of immersion. However, this wasn't a problem with the script, it was a problem with the narrative style and overall style.

In terms of script, Diablo 3's story arc was pretty good. The Dark Lands, Desert, Snow Plains, Hell, and Heaven were all well done. It was even used as a reference by other ARPG games in China.

Apart from that, players could also collect notes, letters, and other elements outside of the main story. They could use NPCs to tell side stories and explain the world's background, complementing the main story.

Second, in terms of class design and combat system, follow the design of Diablo 3, but with some balance adjustments.

Diablo 3's skill system could be equipped with two main skills and four shortcut skills. Coupled with the three passive skills that could be carried, the skill system and controls were very well designed, which was better than Diablo 2.

Moreover, the skill system didn't need to be refreshed, nor did it need to be retrained. This was a great feature for new players, allowing the game to have a wider user base.

Although Diablo 3's skill system was criticized by many players as there were too few changes, and there were only a few popular skill combinations, it was hard to come up with anything new. But in reality, Diablo 3's skill system was very rich. It was just that with the addition of the ladder, players would be eager to find the best skill combinations, and this method would be quickly copied by other players, causing the skill combinations of different classes to be homogenized.

Therefore, the ladder was the main reason why Diablo 3's combat system was so monotonous.

Many people felt that Diablo 2's skill system was good, but if they were to use it to level the ladder, the players would still find the best skill set, resulting in the same result.

As long as there was a utilitarian goal, this kind of grinding game would easily become monotonous. This was because most players, driven by utilitarianism, would give up on the inefficient self-research, and would instead follow the trend and learn from the best players' build plans.

Chen Mo considered making some adjustments to Diablo 3's skill system, along with the improved equipment system to make the game more diverse.

Thirdly, the equipment system should be based on Diablo 2's design.

Although Diablo 3's equipment system was similar to Diablo 2's randomized stats, it wasn't very successful. The biggest problem was that there was a ceiling for equipment. For example, a certain class had to have a certain piece of equipment in order to support a build, which made other good looking equipment useless.

Based on this, Chen Mo considered increasing the randomization of equipment drops and stats, further expanding the equipment pool.

Of course, the possible consequence of this was that the numerical system of the game would become uncontrollable. A powerful class, a powerful set of skills, and a powerful piece of equipment. With so many random combinations, no one knew what kind of monstrous character the players would create.

However, this was a single player game, and Chen Mo wasn't planning on making an auction system, so the risk of randomization was greatly reduced, and wouldn't cause too much damage to the game.

Fourthly, in terms of difficulty, Chen Mo made slight adjustments to Diablo 3's difficulty. The default story mode had an official difficulty, and the players had to experience the story at that specific difficulty.

This difficulty was still a bit challenging for new players. Some bosses required a certain amount of positioning and skill to beat. Combined with the art style and field of view, this would greatly increase the frustration of new players, and they might even die if they weren't careful.

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