Chapter 197 Why did it succeed?
After the sales volume came out, industry insiders were discussing it.
"Have you watched it? The sales of Diablo has exceeded the sky! The sales of stand-alone games in the first month are 1.87 million sets, which is so fake!"
"Damn it, I made a net profit of 167 million yuan per month? Why, this old antique from the third person perspective!"
"I'm not convinced either. I didn't find any particularly obvious innovations in this game. Moreover, it's a stand-alone game, and the gameplay is not as rich as online games!"
"The problem is that players' evaluations are still very high!"
“Is it because of the quality of the game?”
"The quality of the game is external. If this game is not fun, then the player's evaluation will definitely not be able to rise, but the problem now is that the sales volume is high and the evaluation is high!"
"Study and research, there must be some tricks that we have ignored before."
Most designers are very confused.
Although Chen Mo previously created an exaggerated record of 370 million yuan in monthly flow with "Onmyoji", it is not comparable to "Diablo".
"Onmyoji" can be said to be a leader in mobile games in terms of picture quality, leaving other mobile games out of the way; it is also a great innovation in gameplay, bringing the characteristics of krypton gold mobile games to the extreme.
With so many followers of Krypton gold mobile games as the foundation, everyone was shocked by the achievements of "Onmyoji", but they can still analyze and figure it out a little.
But "Diablo" is different, because before the game goes on sale, no one is optimistic about it. Even Chen Mo's die-hard fans can't tell the reason why this game will be a big hit, but it's just out of unconditional trust in Chen Mo.
When the sales volume came out, these designers realized that they were wrong, and that they were outrageously wrong. There must be some breakthrough innovations in it, but they themselves did not realize it.
...
While the designers were busy studying Diablo, a carnival was also ushered in major forums.
Many players who supported Chen Mo began to dig graves wildly, digging out all the posts that were not optimistic about Diablo.
"Who eats the monitor, hurry up."
"There are also people who eat USB flash drives, mouse, and coffee cups. I wish you a good appetite."
"The sales volume of 1.87 million units in the first month. What did you say before? It's more than 800,000 units?"
"Sorry, as fans of Chen Mo, we can do whatever we want."
"Hmm? The post has sunk, can't sink, come and hold it high."
“Hold high.”
"Just make fun of it."
"Saw testicles."
"Wow, you guys upstairs are so cruel. You whip the corpse, just take me one!"
...
On the forum, in the post bar, and on Weibo, there are content related to "Diablo".
Moreover, two keywords have become popular on Weibo at the same time, one is "Diablo" and the other is "Diablo" sales explosion."
This "brush-brush" game has finally entered the field of vision of most people. With its perfect first-month sales results, designers and players who despise it before have to pay attention to it.
...
Among several major companies such as Dichao Interactive Entertainment and Zen Interactive Entertainment, many RPG game designers are holding meetings to study the success of Diablo.
This is mainly A-level PC-end RPG game designers, and they are all puzzled. How could such a third-person old antique game have such a good result?
A third-person stand-alone RPG should have been eliminated long ago? There is a ready-made first-person MMORPG to play, so why bother to go to the stand-alone game?
At the headquarters of Zen Interactive Entertainment, several designers led by Yao Yu are discussing.
Among them, Yao Yu has the highest qualifications and has successful experiences in "Swords and Questions" and "Legend of Swords". He has conducted in-depth research on MMORPG and stand-alone RPG, and his control of the plot is also top-notch in China.
After the sales of "Diablo" came out in the first week, Yao Yu had already started playing, and now he has basically figured out the success of "Diablo".
After looking at the designers present, Yao Yu began to analyze.
"After studying Diablo in depth, I think there is one thing that we have ignored before in this game, that is, the 'satisfaction'."
"I don't know if you have noticed that in Diablo, players often have to face hundreds of monsters, especially in some key levels, which are often full of the screen. When players mass-destroy these monsters, they are accompanied by the damage numbers on the screen, gorgeous visual effects and sound effects. This feeling of pleasure is much greater than that of most of the MMORPGs on the market."
Other designers nodded in agreement.
"Yes, this is actually similar to the RPG map of Warcraft. It is simple and brainless, but very effective."
"Mainly, the mainstream RPG games are all online games, and all kinds of balances must be considered, and the values are stuck relatively dead."
"So Chen Mo is planning to make a stand-alone game?"
"That means that he had already thought about it from the beginning, and what he had to do was this kind of 'brush' game?"
Yao Yu said: "It's not just that. I tried it in "Legend of the Sword" and found that although I can also make this feeling through numerical control, it is far from Diablo."
"I analyzed the reasons, and there are roughly three points."
"The first point is that "Legend of Swords" is a locking mode, and many of the skills in it are single-body skills. If you want to highlight the pleasure of brushing group monsters, you must focus on lock-free skills."
"The second point is that the overall game atmosphere and environment of "Legend of Swords" are relatively soothing, the art style is very bright, and the monsters are not scary. If you brush for a while, you will feel bored."
"The third point is that when the number of monsters reaches a certain level, such as more than 100, the entire picture will become particularly chaotic, and it will become particularly difficult to select monsters and move them."
"Maybe the VR mode will be slightly better, but there are more issues that need to be considered in VR mode. One of the most critical issues is that this kind of game of brushing must be a stand-alone player. According to the R&D cost of 170 million Diablo, it will cost at least about one billion to change to VR. However, if you spend such a large cost to do stand-alone VR, how many companies are confident that they can recover the cost?"
The other designers looked at each other and finally came to a conclusion.
"In other words, if we also want to make a game that can give players a sense of fun in monster shooting, we must change these three points?"
"Change lock mode to lock-free mode, change the art style to darker, and change the first-person perspective to the third-person perspective?"
"Then, isn't that what Diablo does?!"
Chapter completed!