Chapter 185 (1/2)

The overall planning of Diablo can be roughly divided into three aspects.

Plot and task line planning: this part mainly lists the whole plot framework, and arranges each story line so that players can experience the whole plot smoothly.

Map and level setting: according to the plot, each scene in the plot is made. The theme scenes of each scene are different, and the models, maps, etc. used are different.

Moreover, one of the major characteristics of Diablo is random map. Every time players enter the same battle scene, the positions of various scene elements are randomly distributed, such as the entrance of underground city, altar and other elements are randomly generated each time, which makes exploration become one of the important fun of Diablo series.

Character combat system and monster type: this part is mainly to plan the fighting skills of the characters controlled by the players and the characteristics of monsters in each level, so as to enrich the whole combat system.

After these three pieces are finished, the others are all details, which can be gradually improved later.

In addition, Chen Mo's changes to Diablo 3 mainly focus on the artistic style and playing methods.

In terms of art style, Chen Mo considered that when setting the concept draft, he used the evil, dark and weird style, which was horrible and bloody. When he saw the picture, he could not help feeling dull and depressed.

In terms of playing methods, it also greatly strengthens the players' sense of crisis.

First, reduce the player's attributes, increase the damage of key boss skills, make the player face more risks when encountering a large group of monsters and boss, and increase the failure probability of the whole game.

In fact, the most unreasonable thing about Diablo 3 is that due to the numerical expansion in the later period, boss has been difficult to pose any threat to the players, and it's no harm to hide key skills.

The real threat to the players is those elite monsters, but the way to defeat them is not by moving and operating, but by completely relying on equipment (heap all element resistance), which greatly reduces the tension of the whole game.

Therefore, Chen Mo considers to appropriately reduce the numerical expansion in Diablo 3 to make the players play more cautiously.

Second, continue the design of vision in Diablo 2, the players' visual range is narrowed, and they are more likely to encounter the powerful enemies in the field of vision suddenly, especially in the dark caves, this feeling is more intense.

Third, in some aspects of scene design, refer to the design of dark 2.

For example, if you choose the character interface, the background of Diablo 2 is a dark and gloomy town. The hero is hidden in the dark. Whoever you choose will walk from the shadow to the front of the campfire, and then you can see his appearance clearly.

”Diablo 3” is to choose characters in a bright moonlight scene, which greatly reduces the atmosphere.

Chen Mo also considered to replace all the functions and scenes that were seriously inconsistent with the style of Diablo 2.

Fourth, in terms of game narrative and players' emotional mobilization, it also follows the consistent style of Diablo 2.

”Diablo 2” can be regarded as a master in the aspect of players' emotional mobilization. Taking the first act as an example, the whole game process is a complete cycle of safety, danger, tension, impatience, depression, explosion and relaxation. Players' emotions have always been mastered well.

The general process of the first act is as follows:

Town (safety) - evil Cave (danger) - eliminate all enemies, widen the field of vision (safety)

cold plain (safety) - blood bird (tension) - cemetery (very dangerous)

stone wilderness (safety) - underground passage (danger) - dark forest (tension) - underground prison (anxiety)

Inner corridor (temporary) Gasp) - Cathedral graveyard (extreme depression) - kill andalil (burst, relax).

In the whole process, players' emotions rise and fall with the changes of the plot, and they are always immersed in the game.