Many video game designers were paying attention to the expansion pack for Reaper of Souls.
Everyone could see the decline of Diablo. Although the players and video game designers were thinking about how to turn the situation around and continue the life of a high quality game like Diablo, there was no conclusion.
There were some suggestions from the players and video game designers, but they were quickly rejected by other players. These suggestions would more or less change Diablo's original gameplay, or take away more of its life, making it die even faster.
Diablo was a game that focused on grinding and grinding, but this kind of endless grinding could easily make people sick of it.
This was an endless cycle in the eyes of many video game designers. If they wanted to solve this problem, they would have to change the gameplay, but that would cut into the core fun of the game.
Fun and flaws were two sides of the same coin, so it was hard to improve.
But to everyone's surprise, Chen Mo used a method that no one would have thought of, which was to continue down this path, and continue to strengthen the strategy of farming and farming.
You think grinding is annoying?
Alright, I'll use all sorts of methods to provoke you to grind. How's that, are you still annoyed?
Many players realized that it wasn't annoying at all, but rather fun!
It was like a mental breakdown therapy. Although the game seemed to have become more grindy with the release of tournaments and ladder, everyone was still enjoying it.
There was even a video game media that did a review of Reaper of Souls, analyzing how it saved the later stages of Diablo.
"As a player who was sick of Diablo, it's hard for me to imagine that Reaper of Souls would be such a complete turnaround.
"First of all, it enriches the content of the game.
"The dark and gloomy scene in the expansion pack has inherited the style of Diablo. Corpses are piled up like mountains, citizens are running for their lives, and evil spirits are everywhere, possessing every living thing that can breathe. This atmosphere is maintained until the end, and you can clearly feel that the world is calling out to you."
"The most satisfying thing was that Chen Mo arranged for the main character to fight against Idelia. This disgusting old hag deserves to be played a hundred times, no, a thousand times!
"What's even more surprising is the Secret Land's system. Different maps and environments are randomly combined, turning the journey after entering the portal into a crazy and passionate dream."
"When we killed the final Boss, all sorts of equipment fell to the ground like snowflakes. Almost every time, there would be an Epic equipment drop. Chen Mo created a very simple yet effective system. Go online, kill the boss, get the reward, then go offline. This allows players to skip the cumbersome steps and directly enjoy the thrill of farming. "
"In fact, Chen Mo used this expansion pack to tell us that the core of Diablo's strength is farming. Chen Mo used a series of new playstyles that fit Diablo's characteristics to save the game.
"Strengths: Dark atmosphere, adventure mode, lasting sense of achievement, diverse visuals.
"If you like grinding and grinding games, then Diablo: Reaper of Souls is without a doubt the best choice for you."
…
Diablo's expansion, Reaper of Souls, completely perfected the game, giving it a longer lifespan, cementing Diablo's position in the "kill and slash game" genre.
Its unique style and unique features also became a classic branch of RPG games, which was researched by many later game designers.
And the designer who was most inspired by Reaper of Souls was Yan Zhenyuan.
Reaper of Souls only arrived after he had decided on the later stages of the project and even started working on the design.
After analyzing the features of the Reaper of Souls expansion pack in depth, Yan Zhenyuan spent three days making major changes to the game design that had already taken shape.
Although this resulted in a lot of rework, which increased the workload, Yan Zhenyuan knew that it was worth it.
After seeing Reaper of Souls' solution to Diablo's tedium in the later stages, Yan Zhenyuan realized the problem with his previous plan.
Yan Zhenyuan wanted to solve this problem by adding more playstyles and lengthening the game time. But now it seemed that while this could alleviate the tedium in the later stages of the game to a certain extent, it would damage the quality of the game.
And Chen Mo's solution was the best solution he could think of so far.
Of course, there was a difference in design concepts between VR and PC, and as an S-grade video game designer, Yan Zhenyuan wouldn't just copy everything. However, he still gained some inspiration from it and was impressed by Chen Mo.
"This guy isn't as simple as he looks."
…
Diablo's greatest significance wasn't just to pave the way for future RPG games, but more importantly, it was a test in many areas.
To test how accepting the players were of a third person perspective.
To test how accepting the players were of a dark and evil style.
To test how accepting the players were of a grindcore style.
And Don't Starve's release was to test how accepting the players were of a sandbox game.
Every single one of these could be expanded into many different types of games, as well as guiding Chen Mo's future development plans.
With the success of Reaper of Souls, Chen Mo had more funds than he ever had before.
Diablo sold 9.8 million copies worldwide. Although it wasn't as good as the thirty million Blizzard sold in his previous life, it was still a proud achievement.
Reaper of Souls hadn't even been released overseas, but it had already sold over 2.9 million copies in China. Almost every player who bought Diablo was considering buying the expansion.
(The players in this world finally got a taste of being the best in the world.)
Don't Starve sold 4.35 million copies in China. Although it wasn't as good as his previous life, it was a miracle that a sandbox game with such a small investment could sell this much in this parallel world.
Not only did both games gain Chen Mo a lot of popularity, it also brought him a lot of income.
Chen Mo originally had around seven hundred million in R&D funds on hand. Diablo cost quite a bit, including the Reaper of Souls expansion, almost two hundred million. In comparison, Don't Starve's R&D cost was peanuts.
After all, high quality games like this burned a lot of money.
Fortunately, Diablo did well in the international market as well. So far, Chen Mo's income was as follows:
Diablo's domestic income
Diablo's international income
Don't Starve's domestic income: sixty-one million
Reaper of Souls' domestic income: three hundred and sixty million
Of course, Onmyoji and Warcraft were still providing Chen Mo with income during this period.
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