Chapter 154 - Emperor Dynasty Entertainment’s Internal Experience Exchange (1/2)
Chen Mo started distributing the work to the three of them after going through the design concept.
Everyone was more or less familiar with their jobs after working on Warcraft and Wulin Legend without needing Chen Mo to say much.
Chen Mo re emphasised the importance of the story for Onmyoji.
Onmyoji did have an IP, it was a novel by Baku Yumemakura under the same name. However, the novel wasn’t super influential in China either, and the biggest contribution of the novel to the success of the game was the story.
Of course there would be a lot of work involved remaking the novel, and Chen Mo didn’t need to do that as Zheng Hongxi could fill out the rest after receiving the main gist of the story.
Moreover, most of the monsters and characters in Onmyoji were based on folklore from the Heian period taking inspiration from Konjaku Monogatarishūt, so it wasn’t hard for Su Jinyu and the others to grasp the concept.
The three of them started working after receiving their jobs. Zheng Hongxi in particular had a lot to do as he needed to do research because it was his first time writing Japanese style stories.
Chen Mo’s job was the same as usual, quality control.
Back at his office, Chen Mo used a Memory Playback Potion and started working on the sketches for the different Onmyojis and Shikigamis from the game.
Abe no Seimei, Kagura, Hiromasa, Yao Bikuni.
Ootengu, Shuten, Gyourou Arakawa no Aruji, Ibaraki Douji…
Through Onmyojis continual updates, more and more Shikigamis were added to the game. In the end there were nearly one hundred Shikigamis, which was more or less the so-called Demon Parade.
There wasn’t a need to have that many Shikigamis in the first version, seventy of them was more than enough to support the content of the game.
Chen Mo decided to go by his Memory and provide sketches, positions, and abilities for all the Shikigamis.
The rich combat system was the core of the game. The settings of each Onmyoji and their abilities matched perfectly, and was a Chinese mobile card game that did this aspect particularly well.
For example, Yuki Onna’s Blizzard, Sanbi no Kitsune’s Woman Scorned or Shouzu’s Water Circuit. The Shikigamis and their abilities fit well with the stories. And when a Shikigami consumes another one of the same type, they can even level up their abilities. And with the inclusion of different souls having different effects, its combat was much more complex and rich than the other games.
This was Onmyojis biggest advantage, it was a game that felt fresh and complete.
Strictly speaking, the core of Onmyoji wasn’t a new concept as it was still a type of card game that was very similar in playstyle to Summoners War.
Summoners War wasn’t a huge mobile game either, but the game felt really complete.
Onmyoji didn’t make many changes with the balancing (other than making it more time consuming), but it was successful because it implemented a lot more content surrounding the theme of Onmyoji.
In terms of art, artwork, UI, and models were the best of the best and didn’t feel out of place, making the game feel more immersive.