Chapter 188 Can you still do this game?
Fifth, in terms of networking mode and in-depth gameplay, the networking mode of "Dark 3" continues, but the secret realm and ladder system are not open for the time being.
In fact, the secret realm system of "Dark 3" is a relatively successful design, it is a double-edged sword.
When players want to brush, they will naturally choose plot levels that ship a lot. In view of this, Blizzard in their previous life simply created a secret realm system, allowing players to brush very comfortably in the secret realm without having to experience the plot levels repeatedly.
This is good news for players who are addicted to brushing, because it saves time. However, the secret realm also damages the life of the game to a certain extent, making many people think that "Dark 3" is a very boring game.
Chen Mo planned to consider opening the secret realm system in the next version after the game was launched. By then, the core players who stayed in the game were all tired of the plot levels, so he naturally went back to pursue the secret realm mode.
The derivative seasons, ladders, expert difficulty and other contents are all updated in the new version as a means to extend the life of the game.
...
After the general plan, all R&D work is progressing steadily.
After the plot framework is finalized, the art resources can be promoted simultaneously. Chen Mo directly gave a concept picture of the scene for several more critical scenes, so that Zhou Hanyu can better control the game's art style.
Chen Mo explained some key elements of these scenes to Zhou Hanyu.
"Leoerick's palace overall gives people the feeling of gloomy and terrifying. It should reflect its sense of age. You can deliberately make some materials that look damaged or dirty on the surface, and some elements such as spider webs can be added to the corners of the wall. In addition, some cool colors emphasize the feeling of the dead."
"Don't be too gorgeous, and don't play too much, as it's easy to get out of the show and give players an unreal feeling."
"The guard fortress here, the player's vision is very open. This city wall gives people the feeling that it is a war-torn one, and it is more damaged. Even when players pass by, add a lot of damaged animations to enter. Monsters will appear from multiple angles, and players must always experience the feeling of being besieged..."
Chen Mo explained every scene in detail to ensure that Zhou Hanyu could understand the meaning of this scene very accurately.
Zhou Hanyu nodded while listening: "Okay, no problem, I understand."
He was also surprised because in his opinion, although he was the person in charge of art, he actually didn't need to rack his brains to think too much. Chen Mo completely finalized the art styles of each scene and drew out the conceptual drawings!
Moreover, Chen Mo's original paintings seem to be higher than him!
In the previous company, Zhou Hanyu first looked at the game concept draft, then released 2 to 3 versions of the art style, the designer picked out the most suitable version, and then slowly created specific game scenes.
There is no need to do it here at all. Chen Mo directly gave out the art style, scenes, and original monster paintings. He only needed to improve it, hand it over to the outsourcing company to do it, and then check it out.
Fu Guangnan is the same. In terms of the music of this game, Chen Mo also gave several BGM melodies, with very distinct styles. Even the instruments to be used in the music are noted, including which scene this BGM should be used in, and the general style, they are also well-written.
In this way, there is no time to communicate and consider, just do not have so much time to do research and development, saving a lot of time.
Including the other employees, they were all confused and never found it as easy to develop a game.
There are no endless meetings.
No overturning and redoing.
There is no debate and confrontation.
Roll up your sleeves and say "dry"!
"Can you still make games like this?" Zhou Hanyu and Fu Guangnan and others felt that they had gained knowledge. They have seen such a designer for the first time in the industry for seven or eight years!
...
Many people were also confused on the player forum after the New Year.
"Born, are there any new game recommendations?"
"No, boring."
"This is after the New Year. I guess many companies have just started working. Even the games developed last year will basically not be available in March."
"Oh, I'm tired of playing. The research and development cycle of good games is too long now."
"By the way, who watched "The Supreme God Ring 3" in the New Year's Eve?"
"You asked the wrong question. You should ask who didn't watch this awesome and magnificent production, who doesn't watch it?"
"Yes, the box office of this movie has reached 1 billion US dollars, and it is estimated that it will still increase later. People who like this theme should have watched it a long time ago, right?"
"But it's also a weird thing. Why can't the movies become popular in China? The game "Supreme Ring" ambitiously entered the domestic market two years ago, but it turned out to be GG soon."
"It's a question of how to play, foreigners' playing methods do not meet the tastes of Chinese people."
"I really like this subject, but it's a pity that there is no good game."
"On the upper floor, I recommend Warcraft."
"That's an RTS game. I'm a broken hand and can't play it."
"There are also maps in Warcraft that are not RTS. You can search for "The Holy Land".
"Divine Realm? Isn't that another Western fantasy novel?"
"Yes, there is this RPG map in Warcraft, which is equivalent to a fan picture. If you go and play, I feel it's quite fun."
"Okay, I'll try it."
What many people did not expect was that a foreign magic movie "Supreme Ring 3" in the New Year's Eve has become popular, making the RPG map "Sacred Realm" of "Warcraft" also become popular.
On the official website, the number of guide posts on "Sacred Realm" has increased significantly, and thousands of people are playing 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 embarrassing situation in China.
There are many masterpieces in Europe and the United States, but most of them do not meet the gaming habits of domestic players. Without the kind of games in the previous life of "World of Warcraft", it is difficult to open up the domestic game market.
Although domestic game manufacturers know the tastes of domestic players, they find it difficult to make authentic Western fantasy games, which often have a strong copycat spirit and players don’t buy it.
Therefore, domestic game manufacturers mainly focus on immortal tales and fantasy themes, and have no interest in Western fantasy.
The result is that it is difficult for domestic players to play Western fantasy games that suit their tastes. It is precisely because of this that "Warcraft" became popular so quickly.
Chapter completed!