Fifthly, in terms of networking mode and in-depth play method, the network mode of Diablo 3 is continued, but the secret place and TIANTI system are not opened temporarily.

In fact, the secret environment system of Diablo 3 is a relatively successful design. It is a double-edged sword.

When players want to brush, they will naturally choose the plot level with more shipments. In view of this, blizzard in the past simply made a secret environment system, so that players can brush in the secret environment very comfortably, without having to experience the plot level repeatedly.

This is good news for players who are addicted to brush, because it saves time. However, the secret environment also damages the life of the game to a certain extent, which makes many people think that Diablo 3 is a very boring game.

Chen Mo's plan is to open the secret environment system in the next version after the game goes online. At that time, all the players who stay in the game are core players. They are tired of the plot level, so they naturally go back to pursue the secret environment mode.

Derivative season, ladder, expert level difficulty and other contents are all updated in the new version as a means to extend the life of the game.

……

With the general planning, all R & D work is steadily advancing.

After the plot framework is finalized, art resources can be promoted synchronously. For several key scenes, Chen Mo directly gives the conceptual picture of the scene, which is convenient for Zhou Hanyu to better control the artistic style of the game.

Chen Mo explains some key elements of these scenes to Zhou Hanyu.

"Leo Rick's palace, as a whole, is gloomy and terrifying. To reflect its sense of age, the surface can be made of materials that look damaged or dirty on purpose, and the corner can also be added with elements like spider webs. In addition, some cool colors are added to highlight the haunting feeling of the dead. "

"Don't be too gorgeous, and don't play too much. It's easy to play, and it makes players feel unreal."

"Here is the garrison fortress. The player's vision is very wide. The city wall should be full of war. Do more damage. Even when the player is passing by, add a lot of damage animation. Monsters will come on stage from multiple perspectives. Players must experience the feeling of being besieged all the time... "

Chen Mo talks about every scene carefully to ensure Zhou Hanyu can understand the meaning of the scene very accurately.

Zhou Hanyu nodded while listening: "OK, no problem, I understand."

He was also surprised, because in his opinion, although he was the person in charge of art, he didn't need to think hard about too many things actually. Chen Mo completely determined the art style of each scene and drew the concept map!

And the level of Chen Mo's original painting seems to be higher than him!

In the previous company, Zhou Hanyu first looked at the concept draft of the game, then produced 2-3 versions of art style, and the designer selected the most appropriate version, and then slowly produced specific game scenes.

There is no need here at all. Chen Mo directly gives out the original painting of art style, scenes and monsters. He just needs to improve it, hand it over to the outsourcing company, and then check it.

Fu Guangnan is the same. In terms of the music of this game, Chen Mo also gives several BGM melodies, which are very distinctive in style. Even what musical instruments are used in the music are indicated, including which scene the BGM is used in and how the general style is, which are also very clear.

In this way, we don't need so much time for communication and consideration at all. We just need to do research and development, which saves a lot of time.

Including the other employees, they are all confused. They never found it so easy to develop a game.

There are no endless meetings.

No overthrew redo.

There was no debate.

Roll up the sleeve is a word "dry"!

"What else can you do with the game?" Zhou Hanyu and Fu Guangnan both feel that they have gained a lot of experience. They have been in business for seven or eight years and have seen this kind of designer for the first time!

……

Years later, many people were confused in the player forum.

"Boring, do you have any new game recommendations?"

"No, it's boring."

"After this year, it's estimated that many companies have just come to work. Even if the game developed last year is good, it will be online in March."

"Well, I'm tired of playing. Now the R & D cycle of good games is too long. "

"By the way, who saw the new year's" the commandment of the supreme god 3 "

"You're wrong. You should ask who hasn't seen it. Who doesn't see this kind of big production with bull force?"

"Yes, the box office of this movie has reached 1 billion dollars. It is estimated that it will go up later. People who like this theme should have seen it for a long time?"

"But it's also evil. Why can Movies be popular in China and games not? "The supreme commandment" of the game two years ago ambitious to enter the domestic market, it did not take long to GG

"It's a matter of playing method. Foreigners' playing method doesn't meet the taste of Chinese people.""I really like this theme, but unfortunately, there is no good game."

"Upstairs, I recommend Warcraft."

"That's RTS game. I'm disabled. I can't play it."

"There is also a map that is not RTs in Warcraft. Go and search holy land."

"Holy land"? Isn't that another fantasy novel? "

"Yes, there's this RPG map in Warcraft. It's quite a picture of the same person. It's fun for you to play."

"OK, I'll try."

What many people didn't expect was that a foreign Magic Movie "the ring of the supreme god 3" in the new year's Edition brought a wave of upsurge, which also made the RPG map "holy land" of "world of Warcraft" a small fire.

On the official website, there are obviously more strategies for holy land. Thousands of people play this picture at the same time every day.

In fact, this is normal, because in the parallel world, the Western fantasy theme is in a very awkward situation in China.

There are many masterpieces in Europe and the United States, but most of them are not in line with the game habits of domestic players. It is difficult to open the domestic game market without the existence of games like the previous world of Warcraft.

Although the domestic game manufacturers know the taste of the domestic players, it is very difficult to make the original western fantasy game, which is often full of strong Shanzhai spirit, and the players do not buy it.

Therefore, the domestic game manufacturers mainly go to do immortal Xia and fantasy themes, and have no interest in Western Fantasy.

As a result, it's hard for domestic players to play fantasy games that suit their tastes. It's precisely because of this that Warcraft can be so popular.

But after all, "Warcraft" is an RTS game, not like RPG games can eat most players.