Not long after the release of Assassin's Creed: Origins, there were other events.
First was the theme for Assassin's Creed: Origins.
Just like Uncharted Water, how could a sightseeing game like this not have a theme? There were also ten themes, each corresponding to different scenes, such as deserts, oases, pyramids, Alexandria Harbor, Nile River, etc. Basically, all of these iconic locations in ancient Egypt were made into themes for the players to choose from.
As for the price, it was still 10 RMB per theme. You won't suffer a loss with 10 RMB, and you won't be fooled with 10 RMB. You can buy a huge advertisement that urges you to buy Assassin's Creed: Origins every day with 10 RMB. Yes, it was totally worth it to spend money on advertisements.
Secondly, the second city in Azeroth, Ogrimmar, was nearing completion. It would soon be released as an addition to Seaside Mansion for the players to experience.
As Ogrimmar went online, it wasn't just the city that the players could see, there were also more races for the players to choose from.
In the Stormwind version, the default race for the players was Humans, but there were also Dwarves, Gnomes, and Night Elves. It was the same in Ogrimmar. The default race for the players was Blood Elves, but there were all sorts of Orcs, Undead, and Tauren in Ogrimmar.
As for why the default race was Blood Elves and not Orcs … Didn't they know?
Being Orcs by default would probably dissuade more than ninety percent of the female players. They couldn't just castrate themselves before the world of Azeroth even went online, right?
Ogrimmar was similar to Stormwind in that it was mainly for sightseeing. Although there was a dungeon in the city, it was just for the players to have fun. The main purpose of this city was to balance out the factions of the players. Otherwise, everyone would subconsciously choose Humans when they wandered around Stormwind every day, making it impossible to balance the factions.
Now that they had the Blood Elves, the Horde could also attract a bunch of girls, and the Horde players wouldn't have to spend all their time looking at each other.
Of course, since the VR version of Azeroth used the latest physics engine and art standards, as well as incorporating a lot of eastern aesthetics, the Humans and Night Elves looked much better than in the original World of Warcraft. Especially the Humans, they were no longer short and chubby, and looked much better.
As for when they would go online …
Chen Mo did some calculations and decided to make it 618!
Double 11 was still half a year away. It was too far away. What if the players couldn't wait? It didn't matter. The e-commerce companies in Chen Mo's previous life had it all figured out. 618 was a very auspicious date, and it was half a year away from Double 11. In terms of timing, it was perfect.
As for the 618 event, Chen Mo planned to separate it from the Double 11 event.
The bottom line of the Double 11 event was that everything was half price. However, if all 618 games were to be sold at half price, there would be some conflicts between the two festivals. Moreover, if the Players were to be discounted twice a year, Salent wouldn't be able to afford it if they earned too much.
Therefore, Chen Mo gave 618 a unique position, which was to pull the active players.
Game developers only cared about two numbers: one was profit, and the other was player activity. In a sense, the players' activity was even more important than the game's profitability. This was because a high player activity meant that there were many people playing the game and new blood joining. Even if the game's profitability was not high at the moment, it would slowly rise in the future.
Since Double 11 was focused on revenue, 618 would focus on making the players more active so that the players could spend more time immersing themselves in the VR world.
Moreover, the other versions of Assassin's Creed were also being developed in an orderly manner.
In Chen Mo's previous life, Assassin's Creed was released once a year before Origins, which was why some fans called it 'New Year's goods'. In reality, one game a year was still too short for a AAA game like this, which was why there were so many bugs in Assassin's Creed. Players called it 'buying bugs to get the game free', 'you might be a victim of the original game', etc.
In the parallel world, the technology and development methods were different. With a large library of art resources, Chen Mo didn't need to spend too much time thinking about the gameplay, which greatly reduced the development time. However, no matter what, it was impossible to make all of Assassin's Creed at once in his previous life, so he had to take his time.
The team working on Assassin's Creed: Origins would continue to work on other Assassin's Creed titles and release them one after another.
Apart from that, Chen Mo also planned to develop a new game at the same time.
The main goal of this game was to collect resentment points from the players.
Since Dark Souls, Chen Mo hadn't developed any games that specifically aimed to take revenge on society. Although the Dark Souls series was enough for the players to continuously contribute resentment points, and there were still new players joining the game, it was already slowing down.
For many players who hadn't played Dark Souls before, this game was regarded as a masterpiece by many old fans. The combat system, level design, and other aspects were praised to the heavens. However, its difficulty also made many players flinch at the thought of playing it.
It had been almost two years since the release of Dark Souls. The players who bought it, whether they cleared the game or were dissuaded, had basically experienced it. Except for a few players who were so hardcore that they couldn't get any more hardcore, the others wouldn't experience it again and again.
Moreover, even for the hardcore players who had played the game a few times, their pain threshold was getting higher and higher, and the amount of resentment points they generated was much lower than before.
Therefore, Chen Mo planned to make a game that could collect resentment points from the players.
The game didn't have to be huge; it could be as short as Outlast. The important thing was to keep the players depressed and tormented. It would be best if it could be developed in a short period of time, and it would be even better if it could be completed in time for the 618 event.
If the game was as rich in levels and combat system as Dark Souls, the development time would definitely be extended, and it would be difficult to complete it on time.
Therefore, a horror game was the most suitable. After all, after Outlast, the players had gradually forgotten the fear of being dominated by the director of the mental hospital, Salent.
However, considering Salent's current reputation, the game had to be rich in content. Not only did it have to be scary and torturous, but it also had to give the players a little mental shock after they finished the game. Otherwise, a game that focused on creating negative energy without any artistic content would easily affect the players and the video game media's evaluation of the game.
You've already exceeded your reading limit for today. If you want to read more, please log in.
Login
Select text and click 'Report' to let us know about any bad translation.