Chapter 185: The setting of "Diablo" (five)

The overall plan for Diablo can be roughly divided into three areas.

Plot and quest line planning: This part is mainly to list the whole storyline, and arrange each story line so that players can smoothly experience the whole story.

Map and level settings: This part is based on the plot, the scenes in the plot are created, the theme of each scene is different, the models, textures, etc. used are also different.

Moreover, a major feature of Diablo is a random map. Each time the player enters the same battle scene, the positions of various scene elements are randomly distributed. Elements such as the dungeon entrance and altar are randomly generated each time. This makes exploration one of the important pleasures of the Diablo series.

Character combat system and monster type: This part is mainly to plan the combat skills of the characters controlled by the player, as well as the characteristics of each level monster, so that the entire combat system is more abundant.

After the three pieces are completed, the others are all detailed and can be gradually improved.

In addition, Chen Mo's changes to Diablo III focus on art style and gameplay.

In terms of art style, Chen Mo considers the use of genre, dark, and strange styles when setting up the concept draft. It is horrible and bloody. People can feel boring and depressed when they see the picture.

In terms of gameplay, it also greatly enhances the player's sense of crisis.

First, cut the player's attributes, enhance the key BOSS skill damage, let the player face more dangers when encountering large groups of monsters and BOSS, and increase the probability of failure of the entire game.

In fact, the most unreasonable thing about "Diablo 3" is that the late value expansion, BOSS is basically difficult to pose any threat to the player, hiding the key skills is not harmless.

The real threat to players is those elite monsters, but the way to defeat the elite is not by walking and operating, but by relying on equipment (heap full resistance), which greatly weakens the tension of the whole game.

Therefore, Chen Mo is considering to appropriately reduce the problem of numerical expansion in Diablo III, so that players can play more cautiously.

Second, the continuation of "Diablo 2" on the design of the field of vision, the player's visual range is reduced, more likely to suddenly encounter powerful enemies outside the field of vision, especially in the dark caves, this feeling is more intense.

Third, in some scene design, refer to the design of "Diablo 2".

If you choose the character interface, the background of "Diablo 2" is a dark and dark town. The hero character is hidden in the darkness. Whoever you choose, whoever walks from the shadow to the campfire can see his appearance.

"Diablo 3" is a character selected in a brightly colored scene, which is greatly reduced.

These features and scenes that are seriously inconsistent with the "Diablo 2" style, Chen Mo also considered all replaced.

Fourth, in the game narrative and player emotional movement, the same style of "Diablo 2" is also followed.

"Diablo 2" is a master in the emotional movement of players. Take the first scene as an example. The whole game process is a complete cycle of safety-danger-tension-anxiety-repression-outbreak-relaxation. The player's emotions are always mastered. Just right.

The general process of the first act is:

Town (Safety) - Evil Cave (Dangerous) - Destroy all enemies, and the field of vision becomes larger (safe)

Icy Original (Safe) - Blood Bird (Nervous) - Graveyard (very dangerous)

Stone wilderness (safety) - underground passage (dangerous) - dark forest (tension) - underground prison (anxious)

Inside cloister (temporary wheezing) - Cathedral underground cemetery (extremely depressed) - Kill Andalil (explosion, relaxation).

Throughout the process, the player's emotions rise and fall with the changes in the plot, there is a relaxation, always immersed in the game can not extricate themselves.

However, "Diablo 3" did not do well at this point. Obviously, the earliest planning of the level scene did not consider too many changes in player emotions.

Chen Mo intends to fine-tune the sequence of the plots of Diablo III according to this law, so that the whole story scene can better mobilize the emotions of the players.

In addition, Chen Mo intends to make some changes to the "Blubber" type of balance, weakening some professional homogenization tendencies, making the entire seemingly chaotic game system order within the system, rather than imposing a system outside the system. The restrictions make it meet your expectations.

After roughly finalizing the concept set of Diablo, Chen Mo was ready to go to work and go to the amusement committee. First, talk to Qiaohua, at least make sure there are not too many problems in the game review.

......

On the eighth day of the first month, new employees are officially employed.

The new workplaces have all been arranged, and various office equipment such as computers and hand-painted boards are in place. Coffee machines, refrigerators, microwave ovens, snack racks, etc. are also available.

Su Yuyu came back yesterday and has been busy with the recruitment of newcomers.

At 11 noon, Chen Mo returned from the outside.

Su Yuyu said: "The store manager, new colleagues have come, or do you want to welcome?"

Chen Mo nodded: "Good."

The new office space is right next to the experience store. It was originally a coffee shop. It was also good after the renovation, which made people feel very comfortable.

When I saw Chen Mo, everyone stood up.

"Everyone comes to the conference room, simply tell everyone about the next job." Chen Mo said.

There was a conference room in the studio, enough for 20 people. These new employees were all sitting around the conference table. Chen Mo was in the most central position, and three assistants sat on both sides.

Chen Mo looked at the new recruits and was quite satisfied.

Most of these people have a wealth of work experience, Chen Mo himself personally decided to finalize the candidates, in terms of ability is certainly no problem.

Chen Mo looked around at everyone and said seriously: "I am a direct speaker. I don't have to talk about it. Regarding salary and bonus benefits, I talked to you when I started my job. I won't go into details. Words, far above the industry average."

"The only requirement for everyone is that I have successfully completed the task that I handed over to you. I don't know what you are like in other companies, but here, I will ask some details about the game, I don't know. I hope to get an ambiguous answer."

"In any case, even if you don't understand my design intent, I hope that everyone can strictly follow and implement it. When the game is made, I will understand my intentions."

"Similarly, as long as everyone does their job well, I can assure you that I will give you any other company that can't give. In the aspect of money, we can rest assured that we are a company that is not bad."

The newly recruited employees have some vague expectations on their faces.

Many of these people are older than Chen Mo, but no one dares to question Chen Mo’s words, because it’s just that Chen Mo’s resume in the past two years is enough to shake the vast majority of people present.

Considering the profitability of Chen Mo's R&D games, the reputation of the players and his growth rate, no one employee dares to despise this young boss.

——————

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