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Chapter 219 Income

Many designers in the industry are paying attention to the expansion pack "Scimitar of Souls".

Everyone saw the decline revealed by Diablo. Although players and designers are thinking about how to reverse the decline and continue the vitality of the fine game "Diablo", there has never been a conclusion.

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

"Dark" is a game with brush brushes as the core fun, but this unlimited brush is very annoying.

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

Fun and flaws seem to be two sides of a coin, so it is difficult to improve.

But what everyone did not expect was that Chen Mo adopted a method that no one expected, that was to go all the way to the dark and continue to strengthen this kind of brush-making gameplay.

Do you think it's annoying to brush?

Well, I will continue to stimulate you through various means. How about it? Are you still annoyed now?

Many players find that they are not annoyed and feel very touching!

Just like collapse therapy, although the game seems to be even more enjoyable as soon as the season, ladder and other activities are launched, but everyone is happy about it.

Some game media even made a review of "Scimitar of Souls", which comprehensively analyzed how it saved the late gameplay of "Diablo".

"As a player who is tired of Diablo, it is hard for me to imagine that "Soul Scythe" will be such a comprehensive turning point."

"First of all, it enriched the game content."

"The gloomy and quiet scenes in the expansion pack inherit the usual style of "Dark", with corpses piled up like mountains, citizens fleeing wildly, evil spirits are everywhere, possessing every creature that can breathe. This atmosphere has been maintained until the end, and you can clearly feel that the world is calling you."

"The biggest pleasure is that Chen Mo arranged the showdown between the protagonist and Edlia in the plot. This disgusting old witch is really worth a hundred times, no, a thousand times!"

"What is even more surprising is that the secret realm system, different maps and environments are randomly combined, making each journey after entering the portal a crazy and passionate dream."

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

"In fact, Chen Mo used this expansion to tell us that the real core competitiveness of the game "Dark" is "Brush". Chen Mo used a series of new gameplay that matched the characteristics of "Dark" to rescue this game."

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

"If you like gameplay, then there is no doubt that Diablo: The Scythe of Souls will be the right choice for you."

...

"Diablo" expansion pack "Scimitar of Souls", completely completes this game, allowing it to gain longer vitality, and thus establishes the foundation position of the game "Diablo" in "Diablo".

Its unique style and distinctive characteristics have also become a typical branch in an RPG game and have been repeatedly studied by many later designers.

The designer who was most inspired by "The Scythe of Soul-Snatching Scythe" should be Yan Zhenyuan.

After he finalized the later gameplay of the new project and even started preparing specific design plans, "Soul Scythe" came late.

After deeply analyzing the characteristics of the expansion pack "Soul Scythe", Yan Zhenyuan spent three days to change some of the already formed game designs.

Although this caused some overthrow and redo, objectively increasing the workload, Yan Zhenyuan knew very well that it was worth it.

After seeing the solution to the boring problems of "Soul Scythe" in the later stages of "Diablo", Yan Zhenyuan also realized the problem of his previous plan.

Previously, Yan Zhenyuan planned to solve this problem by increasing the gameplay and extending the game time. However, now it seems that this method can certainly alleviate the problem of weak late-stage game to a certain extent, but it will damage the characteristics of the game itself.

Chen Mo's solution is actually the optimal solution that can be seen at present.

Of course, there is a difference in the design concepts of VR and PCs. As an S-level designer, Yan Zhenyuan will definitely not copy them all. However, he still gained some inspiration from it and looked at Chen Mo with some admiration.

"This guy is not simple."

...

The greatest significance of "Diablo" is not only to pave the way for future development of RPG games, but more importantly, it is a test in many aspects.

Test the players' acceptance of the third-person perspective.

Test the players' acceptance of dark and cult styles.

Test players' tolerance for the explosive gameplay.

The launch of "Famine" is a test of how much players like sandbox games.

Each of these can be expanded and derived many different game types, and will also guide Chen Mo's future development planning.

With the great success of "Soul Scythe", Chen Mo has unprecedentedly abundant funds.

"Diablo" sold 9.8 million copies worldwide, which is far less than the 30 million copies of Blizzard's previous life, but it is already a very proud achievement.

"Scimitar of Souls" has not been launched overseas yet. At present, sales in China alone have reached more than 2.9 million copies. Almost all players who have bought "Diablo" are considering buying this expansion pack.

(Domestic players in this world finally tasted the pleasure of being the world-leading masterpiece version.)

"Famine" has sold 4.35 million copies in China. Although this sales are not as good as in previous lives, in a parallel world, it is already a miracle that a sandbox game with such a small investment can get this sales.

Both games were sold well, which not only accumulated a lot of popularity for Chen Mo, but also brought him huge income.

Originally, Chen Mo had about 700 million yuan in R&D, and the cost of developing "Diablo" was relatively high, including the expansion pack of "Scimitar of Souls", which cost nearly 200 million yuan. Compared with that, the R&D cost of "Famine" was considered a drizzle.

After all, this kind of high-quality game is really too expensive.

Fortunately, Diablo has performed well in the international market. So far, Chen Mo's revenue is as follows.

The domestic version of "Diablo" revenue: 340 million yuan.

"Diablo" international version revenue: 1.23 billion.

"Famine" domestic revenue: 61 million.

The domestic version of "Soul-Snatching Scythe" revenue: 236 million yuan.

Of course, during this period, "Onmyoji" and "Warcraft" continued to provide Chen Mo with income.
Chapter completed!
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