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Chapter 153 Lectures on the Internal Experience Exchange of Emperor Mutual Entertainment (3/17)

After roughly explaining the design ideas of "Onmyoji", Chen Mo began to assign work to the three people.

In fact, after doing "Warcraft" and "The Legend of the Warcraft", everyone is already very familiar with the work they are responsible for. Basically, Chen Mo doesn't need to say too much, they all know what to do.

Chen Mo emphasized the story background of "Onmyoji".

In fact, "Onmyoji" has an IP. Its original work is a novel of the same name written by Japanese writer Meng Zimaru. However, this novel has a very average influence in China. The biggest function is that the story inside constitutes the main plot structure of the game "Onmyoji".

Of course, the original novel has a lot of words, and Chen Mo doesn't need to bring out the novel. He just needs to write the story outline for Zheng Hongxi to complete it.

In addition, the original work of "Onmyoji" is actually a folk legend derived from the Heian era. It is based on "The Story of the Past and the Past". Most of the monsters and characters in it have prototypes, so it is not difficult to understand for Su Jinyu and the others.

After the work assignment was completed, the three of them went to work on their own, especially Zheng Hongxi. This was his first time writing a Japanese-style plot, and there were a lot of materials needed to be prepared.

As for Chen Mo, he still needs to control the quality of the entire game just like before.

Back in the studio, Chen Mo used memory playback potion to start to release the original line drafts of the Onmyoji and Shikigami in "Onmyoji".

Abe Haruma, Kagura, Genboa, and Eight Hundred Bhikkhun.

Big Tengou, Shuitun Boy, the Lord of Arakawa, Ibaraki Boy...

In fact, in the subsequent version updates of "Onmyoji", the number of Shikigami has been adding new Shikigami, and the final number of Shikigami is close to 100, which is the so-called "Hundred Ghosts Night Walk".

But there is no need to produce so many Shikigami in the first version, about 70 is enough to support the entire game content.

Chen Mo first gave each Shikigami line draft, positioning and skills according to his memories of his previous life.

These are the core fun of "Onmyoji". Its combat system is very rich, and the settings of each Shikigami are perfectly matched with its skills. In this regard, the level of "Onmyoji" basically surpasses other card mobile games in China.

Like the snow girl's blizzard, the three-tailed fox's red face, the pepper map's trickle, etc., the skills are perfectly matched with the Shikigami's own settings and background story. Moreover, after eating the same Shikigami, the skills can be upgraded, and with different souls, the choices of the entire lineup become more diverse.

One of the major features of "Onmyoji" is that it is a content product with a very distinctive style and very high completion.

Strictly speaking, the core of "Onmyoji" is not novel. It is essentially a card game, and its gameplay is very similar to "Summoning the Demon".

In fact, "Summoning the Demon Spirit" is not a phenomenal mobile game in China, but its entire game architecture is very complete.

"Onmyoji" has not made much innovation in numbers and gameplay (except for more liver), but the success of "Onmyoji" is that it fills in a lot of content around the theme of "Onmyoji".

In terms of art, UI, original paintings, and models are very exquisite and highly unified, which makes the whole game feel very integrated.

In terms of music, background music and dubbing are both top-notch, making it easier for players to immerse themselves in the plot.

In terms of plot, there are wonderful stories in the novel "Onmyoji" as the blueprint. Each character/monster has his own story. Onmyoji's real animated plot and textual biography have reached hundreds of thousands of words, and are still being expanded.

Therefore, the real success of "Onmyoji" lies in the plot and content. When other card mobile games are still at the stage of "get riding on IP", "buying IP" and "forcing IP", "Onmyoji" has achieved a high degree of unity of content and theme, and has reached the level of "I am an IP", which is also the main reason why it can become a phenomenal card mobile game.

For Chen Mo, to make the game "Onmyoji" in a parallel world, this must also be grasped.

This game can be tricky, can be very heartless, and can play in a single way. These shortcomings do not matter, but the advantages must be grasped, that is, let its content crush all other card mobile games.

...

While Chen Mo was busy producing "Onmyoji", other designers were not idle either.

The headquarters of the Imperial Dynasty Interactive Entertainment.

In the conference room, PPT is being shown on the projection screen, with the content of "Experience Exchange and Sharing of Demon-killing Tribulation", and the speaker is Qiu Bin.

There were many people in the conference room, basically all of whom were B and C-level designers and assistants from Dichao Interactive Entertainment. These people were listening attentively, afraid that something would be missed.

Qiu Bin looks very good and is talking.

The "Demon-Slaying Tribulation" he led has reached 45 million in monthly flow, ranking first in the best-selling list of mobile games. In the mobile game field, his popularity has greatly increased, and his status within the Imperial Dynasty Interactive Entertainment has also risen.

The previous bet with Chen Mo almost caused him to quit, but fortunately, Lin Zhaoxu gave him enough trust and asked him to lead the development of a game similar to "My Name is MT", which led to the outbreak of "Demon-Slaying Tribulation".

In fact, Qiu Bin himself is a relatively smart person. Although he is not innovative enough, he is more calm. After being defeated by "I Called MT", he also devoted himself to studying the success of "I Called MT".

During the research and development and operation of "Demon-Slaying Tribulation", Qiu Bin also understood the core of the game "My Name is MT". Now Qiu Bin is confident that he should be the designer who understands the most thoroughly this card game model.

Of course, except for Chen Mo.

This time, Dichao Interactive Entertainment organized a lecture, hoping that Qiu Bin could popularize his experience in developing and operating "Demon-Slaying Tribulation" over the past year to other designers, and further consolidate Dichao Interactive Entertainment's advantages in the mobile game field.

On the podium, Qiu Bin talked to PPT.

"I have analyzed the core fun of card games before, but it is actually to build players' recognition of card values. Of course, this is basically understood by all designers who have studied card games. So, how can we break through the siege of many card games?"

"For the successful experience of "Demon-Slaying" and other similar card games, I have summarized three keywords, namely fragmented, low-cost, and large IP."
Chapter completed!
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