Chen Mo was experiencing a... very special feeling.
In real life, if someone accidentally walks and bumps into someone, they will be scolded: "Where are you looking? Do the eyes grow on the back of the head?!"
Now, Chen Mo felt that his eyes really grew on the back of his head.
In front of his eyes was a shiny bald head with a bright red tattoo on the back of his head.
Chunky muscles, a burly figure, and a sharp axe.
This is a very classic game image, Kui Ye in "God of War".
Chen Mo tried to raise his hand, and the muscular man in front of him also made the same movement as him.
He turned around and held the handle of the axe, and slashed it casually twice, the texture and weight of the handle came from his hand, exactly the same as holding it in his own hand.
The mode is the next-generation VR, and the player completely shares the actions and feelings with the game characters. The only difference is that the perspective becomes an over-the-shoulder perspective.
Chen Mo pondered for a moment: "Well...it's much better than expected."
In fact, Chen Mo has used the third-person follow-up perspective many times in traditional vr games, such as "The Last of Us", but he has never tried it in next-generation vr such as the matrix game cabin.
Because the traditional vr game cabin reads the player's consciousness signal to complete certain specific operations. For example, the player thinks of "attack", and the game character will complete the attack action by itself. But in the matrix game cabin, the player's control over the character will be more precise, and even let his character move a specific finger.
Therefore, whether this over-the-shoulder perspective is applicable to the next-generation VR has always been in doubt.
After the experiment, Chen Mo found that using this perspective in the matrix game cabin was much better than he had imagined.
How can I describe this feeling... Strictly speaking, it's like playing with marionettes.
That is to say, there is a puppet (game character) standing in front of you, he will do whatever you do, and all the sensory feedback he receives will appear on you simultaneously.
Or you can imagine that you have a pair of eyeballs on the back of your head, and you can use these eyeballs to observe the whole world at will.
At the beginning, Chen Mo still felt very uncomfortable, because this angle of view was contrary to the biological instinct of human beings, but after getting used to it, he felt very refreshed, because the field of vision became much wider.
Why does Chen Mo have to use an over-the-shoulder perspective to make this game...
Because if the use of the camera and the actions of the protagonist are discarded, the viewing experience of this game will be greatly reduced.
Imagine if the player is controlling a ruthless character who is set to block and kill people and Buddhas to block and kill Buddhas, has superb combat skills, has unparalleled strength, is proficient in various weapons, and has defeated various enemies...
As a result, during the fight, Xia Ji yelled like a girl while swinging an ax eight times. The fighting movements were completely ordinary people who had not received any movement training. It should be difficult to produce the sense of substitution of "I am a God of War".
Therefore, how to make players feel "I am a God of War" is the most urgent problem for this game.
Consciousness implantation is a way, just like teaching the player how to shoot before: when the player aims and shoots, he subtly corrects his gun-holding movements through consciousness implantation, so as to slowly make his movements tend to the standard.
After solving the problem of action, there is still a problem of viewing. Many of Kui Ye's movements are picturesque, but from the first-person perspective, players can feel "my movements are handsome", but they cannot see "how handsome my movements are".
Moreover, in many specific boss battles, the cool execution action must be shown in a specific lens language in order to maximize the beauty of this action.
Therefore, "God of War" developed by Chen Mo hopes to retain the essence of the original camera language as much as possible, and at the same time continue the consistent advantages of film games.
Of course, the game will support the switching of dual perspective modes. If some players cannot accept this over-the-shoulder perspective, they can also experience the game completely from the first-person perspective.
…
In fact, Chen Mo is also paying attention to other designers' discussions on the future development trend of the game industry, but as a Wannian diving party, he basically won't participate in such discussions anymore.
The main reason is that with his current influence, every word he says may have to be repeatedly interpreted by other designers and players, and may even be seriously misinterpreted, so Chen Mo is too lazy to say so many words, even various Interviews are basically stopped.
What will the ultimate form of the game look like in the distant future
No one knows, but it must be an infinitely rich and colorful era. With the continuous innovation of technology and the continuous development of human imagination, various game types are likely to present a colorful situation, just like "World of Warcraft". MMORPG, which seems to be almost eliminated, will become the dominant game type again after many years, with the help of next-generation VR.
Obviously, it is too early to say that a certain game type has been eliminated.
Just as many designers suspect, movie games may no longer be suitable for the next generation of vr, but Chen Mo is about to use such a special work to prove the mistake of this view to everyone.
"What does the future of gaming look like?"
"Maybe, the game is the future itself."
Chen Mo looked at the technology tree of the virtual bracelet and said thoughtfully.
…
…
Lin Xue got out of the matrix game cabin and yawned.
This is a seaside mansion, although Lin Xue has to come here once every day when she logs into "World of Warcraft", but it is only from the bedroom to the entrance of "World of Warcraft", and other fun things have not been touched for a long time up.
I have to say that "World of Warcraft" is really poisonous after playing it. Now Lin Xue has become a leader in the guild, and she goes online regularly every day to organize activities, which is even more punctual than her live broadcast.
The little fat man who has two pigeons in three days is also developing in the direction of the main tank of the guild. Many viewers complained that game Internet addiction can effectively treat the anchor's salty fish symptoms...
Although I am already sleepy during the day, I feel that my mental state has improved significantly after entering sleep mode. Lin Xue stretched herself. If she didn't remember lying down in the matrix game cabin, she might have thought it was a normal morning.
"Today, clear a few tasks and spend some money, and then it's time to prepare for the guild activities..."
While thinking about it, Lin Xue walked towards the portal of darkness, the entrance of "World of Warcraft", but when she was unprepared, a thick stone pillar suddenly smashed in front of Lin Xue!
"boom!!"
This thick stone pillar fell down like a hill, and Lin Xue even felt the ground vibrate.
Lin Xue raised her head in panic, and found an ogre nearly eight or nine meters tall, opening its mouth wide, showing its fangs to her.