2013年3月4日星期一

Diablo 3 Barbarian Play Experience


Super Mario developed today will be what it is like? This is a very interesting question, and the following article a vivid example of Mario explained the changes of the past three decades of game design.

Mood: What makes me Diablo 3 like this?
Stick! You can click on the button to let you figure jumped up! Now give it a try!






Changes in the business model of the gaming industry, spanning four generations, a single purchase, the sequel to the value-added, when long-billing, virtual props. Can you imagine a childhood play Contra, not immediately again from the beginning of the shut when you died, but a pop-up dialog box binding paypal to pay $ 1 to place the resurrection full state? Or not up and down left right left right BAAB but a purchase of $ 10 30 lives spree?

You also do not believe this is the real thing. The I that vote developers the the fruit ninja seniors is so dry, that their new game business model.

Mood: What makes me Diablo 3 like this?

Rocket jump, half brick work group game in 2012

Mood: What makes me Diablo 3 like this?

The characters hanging point it does not matter, see the fourth line, as long as a million gold letter Chun, Tips to ten thousand gold is equal to one U.S. knife.

It is time to go back to talk about Diablo 3.

Auction houses, we finally comes to the auction house, auction houses around the past.

Many people believe that the auction house ruined Diablo III, I am opposed to this conclusion. What does not destroy or auction behavior World of Warcraft? If an RPG requirements of the entire network is actually no auction house would happen then? I recommend you go to play Final Fantasy 13, experience the thrill Liantan children under.

The fact is: the auction house is a must, no wrong; mistake in auction behavior outline the business model.

We said above, so many new business model changes, but did not mention a simple fact, paid the business model of virtual props, the most successful example from the hand travel. End tour virtual props mode even if economic success, it is difficult to bring reputation to enhance. Extreme point that originated self heavenly online the virtual props sales is business more than play games. Why? Because virtual props sales essentially a means to make quick money, swim for hand page travel such a short development cycle for small game, minimum risk, highest return on investment. End tourism products need to reflect the depth of products, blindly follow the trend will lead to a fatal problem - Whale (internally known as high rich handsome) may not be spending enough money, and general users because excessive consumption of game content quickly left to affect the game reputation.

Can you imagine a whole network of the Three Kingdoms XIII, game free, however each archive should be paying? Difficult not anger fell mouse impulse. Rote hand travel the evaluation criteria and the end of the tour this inequality, copy or imitate the business model will only lead to disaster.

Imagine that I bought angry bird can play 10 hours without getting tired, even if successful; I bought a Diablo III, playing 50 hours underwhelmed considered a failure length threshold is 60 hours (usually measure host games Taking into account the Blizzard perhaps we should be the standard to 100 hours ...) 50 hours, you may also received my 200 knife, but maybe my life will not buy you under a "masterpiece".

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