Many designers in the industry are paying attention to the documentary "sickle of the soul".

All of us have seen the decline in Diablo. Although players and designers are thinking about how to reverse the decline and continue the vitality of Diablo, there is no final conclusion.

Some players or designers made suggestions, but they were soon rejected by other players. These suggestions will more or less change the original game characteristics of Diablo, or further overdraw its vitality and make it cool faster.

"Dark" is a game with brush as the core fun, but this unlimited brush is very easy to bore.

This is a dead cycle in the eyes of many designers. If you want to solve this problem, you must change the game mode of brush, but in this way, it will inevitably reduce the core fun of this game.

Fun and flaws are like two sides of a coin, so it's hard to improve.

But to everyone's surprise, Chen Mo adopted a way that no one had ever thought of, that is, to go to the dark one way and continue to strengthen the play of brushing.

Do you think it's boring to brush?

Well, I will continue to stimulate you to brush through various means. How about it? Is it still annoying now?

A lot of players find that they are not bothered, and they have a sense of it!

It's like crash therapy. Although the game seems to be a bit more liver when the season, ladder and other activities are launched, everyone enjoys it.

Some game media even made a special evaluation for "the sickle of soul snatching" to comprehensively analyze how it saved the later game of "Diablo".

"As some players tired of Diablo, it's hard for me to imagine that the sickle of the soul is such a comprehensive turn."

"The first is to enrich the content of the game."

"The gloomy and silent scene in the expansion film inherits the consistent style of dark. The corpses are piled up like a mountain, the citizens are frantically fleeing, and the evil spirits are everywhere. Every living creature can breathe. This atmosphere has been maintained until the end. You can clearly feel that the world is calling you."

"The most exciting thing is that Chen Mo arranges the confrontation between the protagonist and edria in the plot. This disgusting old witch is really worth brushing a hundred times, no, a thousand times!"

"What's more surprising is the secret environment system. Different maps and environments are randomly combined, making every journey into the portal become a crazy and enthusiastic dream."

"When killing the last boss, all kinds of equipment will fall to the ground like snowflakes, and almost every time an epic equipment will fall. Chen Mo created a very simple but effective system, which is online, kill boss, get rewards, offline. This allows players to skip those tedious steps and enjoy the pleasure of brushing directly. "

"In fact, Chen Mo told us with this expansion film that the real core competitiveness of dark is to brush. Chen Mo has saved the game with a series of new playing methods that conform to the characteristics of "dark"

"The advantages of this work: dark atmosphere, adventure mode, lasting sense of achievement, diverse visual effects."

"If you like the brush game, then there is no doubt that Diablo: the sickle of the soul will be the right choice for you."

……

The expansion film "sickle of soul snatching" of "Diablo" completely complements the game, enabling it to gain more long-term vitality, thus establishing the foundational position of "Diablo" in "brush game".

And its unique style and distinctive characteristics have become a typical branch of RPG Games, which has been repeatedly studied by many later designers.

Yan Zhenyuan is the most inspired designer by the sickle of soul snatching.

"Sickle of the soul" came late after he finalized the later stage of the new project and even started to prepare specific design plans.

After in-depth analysis of the characteristics of the documentary "sickle of the soul", Yan Zhenyuan spent three days to greatly change some of the game designs that have been formed.

Although this caused a part of overthrow and redoing, and objectively increased a lot of work, Yan Zhenyuan was very clear that it was worthwhile to do so.

After seeing the solution to the tedious problem in the later stage of Diablo in the sickle of soul snatching, Yan Zhenyuan also realized the problem of his previous solution.

Before Yan Zhenyuan intended to solve this problem by increasing the playing method of online games and lengthening the playing time. But now it seems that this way can alleviate the problem of lack of power in the later stage of the game to a certain extent, but it will damage the characteristics of the game itself.

But Chen Mo's solution is the best one we can see now.

Of course, there is a difference between the design concept of VR end and PC end. As an S-level designer, Yan Zhenyuan will certainly not copy the whole design. However, he still got some inspiration from it, and was impressed by Chen mo.

"This guy, it's not easy."……

The biggest significance of Diablo is not only to pave the way for the future development of RPG Games, but also to explore in many aspects.

Test players' acceptance of the third person perspective.

Test the players' acceptance of the dark and evil code style.

Test the players' tolerance to liver blasting.

And "famine" online, is to test the players for sandbox game love.

Each of these can be extended to derive many different game types, which will also guide the development planning after Chen mo.

With the great success of "sickle of the soul", Chen Mo has an unprecedented amount of money.

The global sales volume of Diablo reached 9.8 million, which is far less than 30 million of blizzard in the previous life, but it is also a very proud achievement.

"Sickle of the soul" has not been launched overseas. At present, only the domestic sales volume has reached more than 2.9 million. Almost all the players who bought "Diablo" are considering buying this expansion film.

(the domestic players in this world have finally tasted the pleasure of leading the world in the major version.)

The sales volume of famine in China is 4.35 million sets. Although the sales volume is not comparable to that of previous generations, it is a miracle that a sandbox game with such a small investment can achieve this sales volume in the parallel world.

The two games are all sold well, which not only accumulates a lot of popularity for Chen Mo, but also brings him huge income.

Originally, Chen Mo had about 700 million R & D funds. The cost of developing "Diablo" was relatively high, including the documentary "sickle of the soul". Compared with that, the R & D cost of "famine" was a drizzle.

After all, this kind of premium game is too expensive.

But the good news is that Diablo's performance in the international market is also good. So far, Chen Mo's income is as follows.

Revenue of the domestic edition of Diablo: 340 million.

Revenue of the international edition of Diablo: 1.23 billion.

Famine domestic Revenue: 61 million.

The income of the domestic version of sickle of the soul: 236 million.

Of course, in this period of time, "Yin Yang master" and "Warcraft" are still providing income for Chen mo.

After such a long struggle, Chen Mo's R & D fund has finally achieved a relatively critical growth, breaking the 3 billion mark.