The release of Diablo and Don't Starve caused quite a stir among the players and the industry, but it didn't cause a craze of imitations like the previous mobile card games.
This made sense, as the uniqueness of the two games were too obvious to be imitated.
Diablo did give some inspiration to the industry. There was a lack of games in the market that focused on slash and slash, but how to fill this gap was a very confusing problem.
If he did it the way Diablo did it, making a third person game with an evil art style, he wouldn't be able to match up to Diablo's quality. Even if he did, it would just be a high quality imitation of Diablo. Would the players accept it?
Therefore, the only way out was to make a VR game like this, which was what Emperor Dynasty Entertainment was doing.
As for other companies? VR games were too risky, especially with such a huge change. There were very few companies that were willing to take this risk.
As for Don't Starve, it was also a game that couldn't be replicated in the eyes of most designers.
That was because no one knew how the game managed to achieve such a high sales volume.
Story? Art style? Music and sound effects?
Items? Playstyle? Sandbox mode?
The only thing they were sure of was that this was a rather successful sandbox game. It was of high quality and had a rich playstyle, perfectly mimicking the survival instinct of humans, as well as stimulating the players' desire to create.
But how could they make a sandbox game like Don't Starve?
They had no clue.
Sandbox games looked beautiful, but they were actually very difficult to make. The successful sandbox games weren't particularly difficult to make, but no one had thought of this idea.
Therefore, although Diablo and Don't Starve had good reviews, it didn't create a craze of imitations like the previous mobile card games.
Moreover, as Diablo started to show signs of decline, more and more people started to look down on the game.
"There are players complaining on the forums that the game isn't fun in the later stages."
"Yeah, I feel it too. I've played this game for a while. It was very enjoyable at first, but the later parts of the game were too monotonous. If it wasn't for the desire to farm equipment, very few people would be able to continue playing. "
"You'll eventually get tired of equipment too. The better the equipment, the harder it is to get it. You'll grind for an entire day and still not get a single usable equipment. This kind of frustration is too strong."
"All I can say is that Chen Mo isn't invincible. Although the games he makes are very playable, this game isn't."
"That can't be helped. I think Chen Mo had it all planned out from the start. This game is a one-hit wonder, it's packaged nicely, the cinematics are really good, and it feels really good when you're farming monsters. He tricked people into buying the game first, then he didn't care about the rest."
"That's quite normal. This is a standalone game. Don't always use online games as a benchmark."
"After making Diablo, Chen Mo immediately started working on Don't Starve. Obviously, he didn't expect Diablo to make him money in the long run."
"Yeah, I think so too. Chen Mo has been experimenting with different game genres, perhaps to pave the way for the future. If Diablo doesn't work out, he can try Don't Starve. "
"I was shocked when Chen Mo made Diablo, but it looks like it was just a flash in the pan. Although the sales are still there, the old players are getting tired of it. It won't do well in the future."
"Yeah, I think the game is going to die soon."
"I heard that Emperor Dynasty Entertainment wants to make a VR game similar to Diablo, I wonder how it's going."
"I think Yan Zhenyuan is working on it. There's no problem with the designer's abilities, and Emperor Dynasty's distribution channels and funding are definitely fine. I think the game is going to be popular."
"Yeah, and it might be even more popular than Diablo. VR games are more immersive after all."
"That's hard to say. It's too risky to make a third person PC game into VR, it's almost like making a different game."
"But Yan Zhenyuan is an S-grade videogame designer. None of his games have ever failed. Moreover, this game is full of gimmicks. Think about it, it'll be a huge hit in the VR industry. It'll fill a gap in the market."
"That's true. Geez, looks like Chen Mo miscalculated this time. He should've released the game later. He should be able to make a VR game soon, and he'll be able to make a VR version of Diablo in about half a year or a year. Taking it out so early is giving Emperor Dynasty a way to exploit the loophole! "
… …
Yan Zhenyuan was playing Diablo as well.
Up until now, he was very clear about the game's operating mechanism. The intricate story and cinematics, as well as the terrifying atmosphere that was created were just packaging. The real core of the game was the 'slash slash slash' and the numerical system.
Of course, the packaging was so intricate that it gave people the urge to 'buy the casket and return the pearls'.
In fact, the majority of the fun in Diablo's middle and later stages were supported by the numbers.
While the players were killing monsters, they were also accumulating better equipment to increase their character's strength before challenging more difficult modes. The numerical system became the core driving force for the players.
It seemed like a feasible plan at first glance, but Diablo wasn't doing so well so far.
Yan Zhenyuan was thinking about how to solve this problem. After all, the VR game he was making was based off of Diablo's performance on PC. If the players got sick of the game after two months, it wouldn't be profitable at all.
VR games were different from PC games as they required more resources and money to make. If he only sold the game based on sales, he would at most suffer some losses, but it would be impossible to make more money.
"There's no time, I need to think of a solution."
Yan Zhenyuan's project was in the development stage, and all the research was progressing steadily. However, he also needed to come up with a playstyle that would keep the players in the game.
It was almost November. According to the plan, the game would be tested in June next year, and officially released in August. That was too tight of a time frame.
"Whatever, I'll try to think of an MMORPG. I'll try to increase the interaction between the players through social media and trading, and then make the game longer so that the players level up slower, which would increase the time the players spend in the game."
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