Chapter 200: New Version and New Game
Chen Mo began explaining the basic details of the new version.
"The new version is called 'Reaper of Souls.' In terms of game content, it mainly adds two new classes: the Crusader and the Necromancer. Additionally, for the story chapters, we're adding an entire new chapter where the protagonist will ultimately break into the Chaos Realm for the final boss battle."
"There are also side storylines, including the jeweler Shen the Greedy, the blacksmith, and the three mercenaries, each with their own side quests."
"Of course, the story content is mainly to flesh out the new version; the major changes aren't here."
"Next are some additional supplementary systems, including Enchanting and Transmogrification, Paragon Levels, and Hardcore Mode. Everyone can just take a look at the concept drafts—none of these are difficult to implement."
"The most important part is two new gameplay modes designed to extend player playtime. I estimate these two modes will prolong the lifespan of 'Diablo' by at least one to two years."
"The Rift System and the Season System."
"The so-called Rift System gives players the most efficient way to farm loot."
"At this stage, players no longer care about the story at all. All they want is to farm loot; where they farm doesn't matter. So, through the Rift System, we provide them with a shortcut to farming, saving them time."
"The Season System is essentially a ladder. However, the way to climb the ladder differs from 'Warcraft.' Considering that in this game, characters who start earlier have many advantages over those who start later, everyone must start from scratch when a new season begins. This ensures all players are on an even playing field."
"Each season lasts about three to six months. We can freely adjust the specific duration based on player progress."
"That's the gist of it. Any questions?"
After finishing, Chen Mo observed everyone's reactions.
The group exchanged glances. Clearly, most people were far more interested in the new story and classes than in this mysterious Rift and Season system.
Su Jinyu said, "Uh, boss, the new story chapter and classes are definitely a must—no doubt about it. But regarding the Rift and Season modes, I'm a bit skeptical. Can they really extend the game's lifespan? I thought you might open up a game editor for players, like in 'Plants vs. Zombies' and 'Warcraft.'"
The others nodded in agreement, clearly sharing Su Jinyu's thoughts but too polite to voice them.
Chen Mo smiled. "It's different. The core fun of 'Diablo' is grinding for loot, and the maps are randomly generated. Even if we opened it up to players, they couldn't create anything new."
"Everyone needs to understand one thing: why are players getting bored now? Because they've lost their goal."
"In other words, players are currently addicted to grinding simply because they haven't gotten tired of it yet. But for those who've already farmed key gear and see no clear path to further upgrades, they don't know what to do next—that's the most critical issue."
"Seasons and ladders are a competitive mechanism. They make players compete with each other and give them a clear goal. The Rift System is a supplement, allowing players to skip tedious steps and grind with maximum efficiency, minimizing their frustration."
"As for whether there's a way to extend 'Diablo's' lifespan permanently, like the Warcraft Editor, I'm sorry to say there isn't. Because this is a grinding game. The players who remain are hardcore fans, and we need to cater to their experience."
"Any more questions?" Chen Mo looked around.
Everyone still seemed a bit puzzled, but most had grasped Chen Mo's intent.
As for whether this intent was correct, no one would argue with Chen Mo—he was the boss. As long as the boss knew what he was doing, that was enough.
Once everyone understood, Chen Mo opened the next document.
"Don't Starve" Design Concept Draft.
At the front of the draft was a relatively simple concept image: a disheveled, pale-faced character sitting by a campfire, surrounded by trees, wild grass, and fierce-looking spiders.
On the moon in the upper right corner were two slightly eerie words: Don't Starve.
Seeing the name and the concept art, everyone was dumbfounded.
"Don't Starve? Uh, like starving to death?"
"The art style is so weird. It feels like an indie game."
"Yeah, it doesn't look like a commercial game at all. Seems really niche."
"Is the boss tired of making money and just messing around?"
"Let's hear what the boss has to say first."
Everyone waited for Chen Mo's explanation.
Chen Mo explained, "First, as you might guess, this game is somewhat like an indie game. I mentioned earlier that this game is for you to practice on, to lighten the mood. It's easy to make."
"To summarize the gameplay simply: it's a wilderness survival game. The rules of this world are a bit absurd, with technology, magic, and bizarre creatures coexisting—though there's an internal logic."
"The only goal is to survive, similar to the survival mode in some games. The difference is that we need to create a very rich item system. Players can collect stones and branches on the map, craft tools to hunt, and eventually build their own camp, progressing step by step from nothing."
"You can think of it as a sandbox game."
"Of course, as a survival game, the protagonist constantly faces various threats, including darkness, weather, monsters, and so on. One wrong move and you die."
"In this game, we aim to recreate the state of a person stranded alone in the wilderness. They might freeze or starve to death, or they might stubbornly survive—it all depends on the player's actions."
"That's the general concept. Any questions?"
Chen Mo looked at everyone.
Su Jinyu said, "It sounds like a good game. I'm interested."
Qian Kun frowned. "Boss, I don't quite understand. What's the selling point of this game? It looks cool, but it feels really niche. I don't think it'll sell many copies."
Chen Mo replied, "Speculating on sales before the game is made is meaningless. The core driving force for players in this game is 'survival.' Every player must find ways to survive in this absurd world and keep improving their situation."
"This desire to survive, and the need to explore and gather in an open world to survive, is inherently a fun gameplay mechanic."
"As for whether it's particularly niche or will be popular, it doesn't really matter. You can approach developing this game as a passion project, but enjoy the process."