<h4>Chapter 188: Changes to Game Settings</h4>
<strong>Trantor: </strong>Exodus Tales <strong>Editor: </strong>Exodus Tales
Zhao Yunting said, “Manager, I have a question.
Zhao Yunting was responsible for operations and promotions. She was currently working on Onmyoji’s day to day operations, but obviously she would be responsible for promoting the new game when theye out.
Chen Mo nodded, “Yep, go ahead.”
“I’m not worried about the game quality, my main concern is that the game is really heavy and gore and violence, like corpses in prisons, blood pools, and even a necromancer. Could the game get pass themittee review?” asked Zhao Yunting
“I’ve already spoken to the Game Committee. The game will be rated 18+, so the review shouldn’t be a concern. You guys don’t have to tiptoe around the things that might make it difficult to pass the review. There’s no need to cut down on the corpses, blood, limbs, give it your all and make sure it doesn’t affect the atmosphere of the game,” assured Chen Mo.
Su Jinyu eximed, “Incredibly, the honorarymittee member can do whatever he wants.”
Chen Moughed, “Less talking more working. Alright, now that you guys understand the game, we can start working on it. Hongxi, I’ll send you an overview of the story in a bit, so prepare yourself for that.
“The story will have its unique Diablo theme. The yers must always feel a sense of hopelessness in this world. Take a look at the Dark Ages, ck Death, death by burning, soul cleansing, gibbeting, iron maiden... These could all be used in the game, especially things that are associated with hell.” said Chen Mo.
Zheng Hongxi wiped sweat off his forehead, “Alright, I’ll try my best...”
—
After going through the design document, everybody started working on various aspects of Diablo, wasting no time.
As the others were doing research and understanding the design concept, Chen Mo wasted no time and used Memory yback Potions to take notes on aspects of the design of Diablo.
The difficulty of developing this game came from using assets from two different games, the story and basic gamey from Diablo 3, but the art style, atmosphere, settings, and highlights from Diablo 2. He must recall both games and think about how tobine them together.
First, the story will follow Diablo 3.
From an unknown hitting Tristram Cathedral, so beating Skeleton King Leroic in the first act, to defeating the Lord of Lies in the second act, infiltrating Bastion Keep and the Heart of Sin defeating Azmodan in act three, before reaching High Heavens to defeat Diablo.
The story of Diablo 3 was really high quality and wasn’t any worse than Diablo 2. But because of the artstyle and the representation of it in general, Diablo 3’s story feltcking. This wasn’t because of the story itself, but due to narrative techniques and overall style.
The changes in the scenes of Diablo 3 was also really well done. Field of Misery, Desert, Snowy ins, Hell, and Heaven, were all well done, and were even referenced many times by action RPG game developers in china;
Other than the main story, the yers can also learn more about the world through notes, letters, or narratives from the NPCs.
Second, sses andbat systems will be based on Diablo 3 with some bncing changes.
The yers can pick two primary abilities, four secondary abilities, and three passives. The abilities and controls were of a familiar design and was much better than Diablo 2.
Moreover, the yers aren’t required to relearn abilities or visit special locations in order to change abilities, making it new yer friendly, increasing the potential yer base.
Although Diablo 3’s abilities system were criticised by fans to be one dimensional as there were only so many viable strategies, Diablo 3’s abilities system was actually really rich. It was due to the addition of ranks that yers tried their best to discover the best strategy then subsequently being copied by other yers that the system became monotonous.
Therefore, the reason it seemed monotonous was entirely due to the ranked system.
Many felt that Diablo 2’s ability system was better, but if a rankeddder was introduced to this system, the yers would do the same min-maxing, which would end up the same as Diablo 3.
As long as there was a tangible target for the yers for the yers to reach, these hack and sh games be incredibly monotonous as they give up exploring the game for optimal strategy and builds.
Chen Mo wanted to make some changes to the ability and equipment systems to make the game less monotonous.
Third, the equipment system will be based on Diablo 2.
Although Diablo 3 had a random attribute system like Diablo 2, it didn’t work as well because of the introduction of a equipment ceiling. For example, a certain ss must get certain equipment to allow a build to work, rendering the other equipment useless.
Chen Mo nned to improve equipment drop rates, increase the randomness of attributes, and increase the number of equipment avable to remedy this.
Of course, this could make the game difficult to bnce. A strong ss with strong abilities and strong equipment, who knows what the yers are capable of under so many random elements.
It was a single yer game after all, and as Chen Mo didn’t n to include a market system, the randomness wouldn’t affect the game too much.
Fourth, the difficulty of the game. Chen Mo wanted to slightly increase the difficulty and the yers mustplete the game under the default difficulty.
This will be a challenge to new yers as bosses will require fitness and skill to beat. Combined with the artstyle and field of view, the yers would be struggling when they y the game as they could die at a single misstep.
The difficulty will be slightly decreased after multiple deaths, but basically the yers couldn’t cruise through the story with no obstacles in their way.