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The first thousand one hundred and ninety-three chapters oppression and psychological suggestion

Yang Chen and Wang Yaliang looked at an environment in the game through VR devices.

To describe it in one word, it is gloomy and terrifying.

Although the art of the entire game, including the camera design of the players in the game, they have built it little by little from scratch.

But when some things have the atmosphere, you still have to be afraid of them.

There are not many things developed in the game at present.

It is mainly a small test scene built based on a gameplay mode of "Dawn Desperate".

Including Yang Chen's plan, players can basically find a point of interconnection in games such as "Resident Evil", "Escape" and "Silent Hill".

Including the construction of a branch content in the game part, this is also a little easter egg left to players.

Yang Chen believes that players should feel some surprises at that time.

"If it's a single player, it seems that there are very few players who can play it." Wang Yaliang next to him spoke in the game.

At the same time, the game character she controlled turned around twice, and then jumped and squatted.

It is obvious that this is an attempt to perform an operation in the game.

Yang Chen also nodded softly: "It's normal, and because of the multiplayer mode, the sudden fright in the game is actually not much, it's more of a kind of depression and trembling in the atmosphere."

Yang Chen also explained.

This horror game with gameplay mode is actually a little different from "Escape", "Silent Hill" and even "Resident Evil".

Although they are all games as horror types, they all aim to bring thrilling trembling to players.

But one of the focuses of multiple players and single players in the game is still different.

In these games that are mainly single-player mode, in order to bring players a sense of shock, some open door kills are usually arranged.

For example, in "Escape", a mentally ill patient sitting in a wheelchair suddenly grabs your hand.

In "Resident Evil", the corpse hanging there suddenly turned around and looked at you, or when walking through a corner, a zombie just hits your face.

"Silent Hill" appears at any time to pull you into the inner world.

These are all this kind of unexpected sudden fright.

It's like walking on the night road, when someone suddenly pats your shoulder behind you and screams.

So even if this method is clear, the player will feel much less frightened after he knows it.

Interspersing such a scare effect in the game will obviously be simpler and more direct.

And because as a single player mode game, a single thread story plot.

It is destined that more than 80% or even more players will not be able to play repeatedly.

This method is also common for film and television carriers with horror themes such as movies, TV series, and other horror themes.

However, as a multiplayer game, it is obviously unreasonable to use this method directly.

Instead, it will have a kind of reluctance to resign and a kind of counter-effect according to habits.

Therefore, in "Dawn Desperation", subtle horror is used more.

A sense of oppression.

Just like the sound of tyrant leather shoes in the police station in "Resident Evil", I don't know when I will catch up with it.

There is also the nervousness of seeing a monster in "Escape" that I first saw and hid in the closet for fear of being found.

And the psychological hints that are constantly generated in the circular corridor of "Silent Hill".

This sense of horror that cannot be seen and understood but is like a mountain pressing on the hearts of players is what Yang Chen attaches most importance to in "Dawn Murder".

Moreover, in conjunction with the VR platform mode, a game material screen that is as real as a fantasy can make players feel this feeling.

Finally, with specific sound effects, players can feel the horror in the game.

The most important point at the same time is that the game is designed by Yang Chen and his team.

This sound effect, as well as the maps in the game, is not static.

Maps and sound effects will be updated for a period of time.

And this doesn't take much effort. There is enough material to use in the current Nebula game art material library.

The main thing is to create an atmosphere for players in a game.

However, this is not a topic that Yang Chen and their tests this time.

"Let's go, try a look at an action system in the game, together or separate?" Yang Chen said to Wang Yaliang next to him.

"Together." Wang Yaliang said decisively after looking at the gloomy environment around him.

The game plays the butcher's perspective in the first person, but it can also switch to the third person.

This is different from dream memory.

However, there are still some restrictions.

That is, the butcher switches to the third person, and the sight in the game will only focus on the front, while the situation on both sides, including behind you will be shrouded by existences like the fog of war.

But the survivors won't be like this.

It is mainly to maintain the freshness of the game itself, and it is also a main feature.

Of course, this setting is also a double-edged sword, which is to affect the player's information collection of games in the game.

In terms of gameplay mode, "Dawn Death" is actually an information collection game in essence.

Whether it is a butcher or a survivor, its strategy is to collect information on the map and then fight in the game.

On this point, what Yang Chen has to do is still very simple, just like the original "Overwatch".

It is not emphasized as a competitive nature of teamwork, but rather that it emphasizes other factors in the game.

Why does the entire game environment become a mess after "Overwatch" revolve around competitive gameplay?

Because there are always people who make players feel a sense of powerlessness, which is also inevitable in teamwork games.

"DOTA", "League of Legends" including "PUBG" and other FPS games are basically based on one point.

That is to highlight a kind of personal heroism in the game.

Players with strong marksmanship can be 1V5 in some endgame situations. They can snowball when they gain an advantage in the early stage and lead their teammates to win.

These are the features of this type of game.

But the gameplay of "Dawn Dawn" is actually the same as "Overwatch".

Especially "Dawn Desperate" itself is an asymmetric game.

The so-called balance is more of a balance of external factors, such as from the match mode of the game.

And from the game, I want to truly achieve balance.

For games like "Dawn Dawn", it can be said that it is simply impossible.
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