Almighty Game Designer

Chapter 221 Revenue (Three Changes)

Many designers in the industry are watching Sickle of Souls.

The depression revealed by Dark Destroyer is in the eyes of everyone, and although players and designers are thinking about how to reverse the depression and continue the vitality of Dark, a boutique game, there has been no conclusion.

Some players or designers made suggestions, but were soon rejected by other players. These suggestions will more or less alter the original game traits of Darkness, or further overdraw its vitality to make it cooler.

Darkness is a fun game with brush brushes at its core, but this unlimited brush can be very annoying.

This is a death-cycle in the eyes of many designers, and if you want to solve this problem, you have to change the brush mode of the game, but this will inevitably reduce the core fun of the game.

Fun and defects seem like two sides of a coin, so it's hard to improve.

But what didn't occur to everyone was that Chen adopted a method that nobody thought of, which was walking all the way to the dark and continuing to enhance this brush play.

You think brushing is annoying?

Well, I'm going to continue to stimulate you by all means. How about brushing?

A lot of players find it annoying and sensational!

It's like crash therapy, and while the season, ladder, etc. opens up and the game seems to be getting more liver, everyone enjoys it.

There is even a game media outlet dedicated to a review of the Sickle of Souls and a comprehensive analysis of how it really saved the late play of the Dark Destroyer game.

“As some of the players who got tired of Dark Destruction, it's hard for the author to imagine that Sickle of Souls would be such a comprehensive turnaround. ”

“The first is enriching the game. ”

“The gloomy silent scene in the information film inherits the traditional style of" Darkness ", where the bodies pile up like mountains, citizens run wild, evil spirits are everywhere, possess every breathing creature, this atmosphere continues to last, and you can clearly feel that the world is calling for you. ”

“The fastest part is that Chen Jiao arranged a showdown between the main character and Adrian. This disgusting old witch really deserves to be brushed a hundred times, no, a thousand times! ”

“What's even more surprising is the mystery system, where different maps and environments are randomly combined to make every journey into the portal a crazy and enthusiastic dream. ”

“When the final BOSS was killed, all kinds of equipment fell like snowflakes, and almost every time an epic piece of equipment fell. Chen Jiao created a very simple but effective system, which is going online, killing BOSS, getting rewards, going offline. This allows players to skip those cumbersome steps and enjoy brushing directly. ”

“In fact, Chen Jiao told us in this information film that the real core competitiveness of Darkness is brushing. Chen Jiao rescued the game with a series of new ways to match the characteristics of" Darkness ". ”

“Benefits of the book: dark atmosphere, adventure patterns, lasting sense of accomplishment, visual effects of diversity. ”

“If you like brushing games, then there is no doubt that Dark Destroyer: Sickle of Soul will be your most correct choice. ”

……

The Dark Destroyer information film, Sickle of the Soul, completely complements the game and allows it to gain longer-lasting vitality, thus also establishing the foundation of the Dark Destroyer game in the Brush Game.

And its unique style and distinctive features, which are typical branches of RPG games, have been studied repeatedly by many later designers.

And the biggest designer inspired by Sickle of Souls should be Shinyuan.

The Sickle of Souls came too late after he finalized the late play of the new project and even began to prepare specific design options.

After an in-depth analysis of the characteristics of the "Sickle of Souls" information film, Shinyuan spent three days significantly modifying some of the game designs that had already been shaped.

While this led to a partial reversal and redoing, which objectively added a lot of work, it was clear that it was worth it.

After seeing the solution to the boring problems of Sickle of Soul Seizure in the late Dark God of Destruction, Shinto also realized the problems of his previous program.

Earlier, Shinyuan intended to solve this problem by increasing online gameplay, lengthening game time, etc., but now it seems that this approach, while alleviating to some extent post-game fatigue, can damage the character of the game itself.

Instead, Chen Jiao's solution is the best one you can see at the moment.

Of course, the design philosophy of the VR end is different from that of the PC end. As an S-class designer, Yasushiyuan will certainly not copy the entire picture. He nevertheless learned some inspiration from it and was somewhat impressed with Chan.

“This guy, it's not easy. ”

……

The greatest significance of Dark Destroyer lies not only in paving the way for the future development of RPG games, but more importantly, in many ways it is a test.

Find out how well the players accept the third-party perspective.

Find out how well the players embrace dark, evil styles.

Test the tolerance of the players for liver explosion.

On the other hand, the launch of Famine is an exploration of how much players love sandbox games.

Each of these pieces can be expanded to produce many different game types and will also guide the development planning after a stranger.

With the success of Sickle of Souls, Chen has unprecedented financial resources at his disposal.

The Dark God of Destruction has sold 9.8 million copies globally, well below the 30 million copies of previous blizzards, but it is already a very proud achievement.

The Sickle of Soul Seizure is not yet available overseas. Currently, domestic sales alone have reached more than 2.9 million copies. Almost all players who have bought Dark Destruction are considering buying this information film.

(Domestic players in the world have finally had the pleasure of leading a major version of the world.

Famine sold 4.35 million copies domestically, which is no more than in previous generations, but it is a miracle that in parallel worlds, a sandbox game with so little input can get it.

The two games are all oversold, and while they accumulate a lot of popularity for Chen strangers, they also generate huge income for him.

Originally, Chen Qiao spent about 700 million on R&D, and the cost of R&D for Dark Destruction God was relatively high, including nearly 200 million for the soul sickle, compared to the cost of R&D for Famine.

After all, this boutique game is too expensive.

Good thing, though, Dark Destroyer has performed equally well on the international market. So far, Chen's income is as follows.

Domestic Revenue for Dark Destruction: 340 million.

Revenue from the Dark Destruction International Edition: 1.23 billion.

Famine Domestic Income: 61 Million.

Domestic Revenue for Sickle of Soul: 236 million.

Of course, during this time, Yin Yang Master and Warcraft Competition continued to provide revenues to Chen strangers.

After such a long torment, Chen stranger's R&D funds finally achieved a relatively critical growth, surpassing the 3 billion mark.