Chen Mo took off the matrix glasses and put them on the table.
Qiu Hengyang asked curiously: "What's the matter? I think it's all done too badly, so you don't want to play?"
Chen Mo shook his head: "No, I've already cleared all levels."
Qiu Hengyang: "..."
The game flow of these horror games is not too long, and most of them have some loopholes and shortcuts, so when most of the audience are still experiencing it, he has already got through.
After all, these designers are all fresh graduates, and it took less than a month to prepare this horror game. It is impossible to make a standard game duration of more than 20 hours in such a short period of time. Not bad.
After all, when Chen Mo just graduated, he was doing small pixel games like flappybird...
Afterwards, the judges commented on several works that received relatively high votes, and several judges expressed their opinions.
This design competition is different from the design competition that Chen Mo participated in a long time ago. There is no veto right for the judges, and Chen Mo has one more right to pass.
However, this "one-vote right" has not been used by Chen Mo a few times until now. It can only be said that most of the works are mediocre, and the judges don't like them, and Chen Mo also doesn't like them.
Finally, the first prize was won by a work called "Blindness".
The reason why this game can stand out is because it has made a very big highlight, which is innovation.
For horror games, it is a very common and useful method to limit the player's field of vision through darkness and stimulate the instinctive fear of darkness in people's hearts.
This game works hard on this point. The protagonist enters a haunted house during the day, but after entering, he finds himself blind.
It was later discovered that it was not that he was blind, but that there were ghosts covering his eyes, which severely limited his vision.
There are two kinds of props in this haunted house, one is blood and the other is clear water. If you wipe your eyes with water, you can see the surroundings, but you cannot see ghosts; if you wipe your glasses with blood, you can see ghosts, but you cannot see the surroundings.
Players can collect water and blood, and change it as they see fit. At the same time, there are different types of ghosts here, and there are different ways to deal with them.
Although it is still a little naive in terms of level layout and details, this idea is very good, so it has won unanimous praise from the judges.
After the awards, there is a routine concluding speech.
In fact, many contestants came to participate in the competition, and winning the prize was secondary, mainly to see Chen Mo.
For many people who want to enter the game industry, Chen Mo is obviously their number one idol.
What's more, every time he sums up his speech, Chen Mo will more or less talk about some game design concepts and ideas, and he can benefit a lot if he understands a little bit.
When Chen Mo came to the stage, the audience immediately burst into warm applause and cheers.
This kind of scene has long been familiar, and Chen Mo didn't prepare a manuscript, just improvised and talked freely.
"Good morning everyone, I won't talk nonsense. First of all, I would like to thank you for overcoming your inner fear and participating in this design competition. After all, the theme of this design is horror games."
"Maybe many contestants were stunned when they got this topic. Many people have never dabbled in this topic, so they can only bite the bullet, so the difficulty of this competition is still relatively high. A group of excellent works can emerge. It's not easy."
"Here I will briefly share with you some small experience of making horror games. By the way, I will introduce why the game "Blind" does not seem to be particularly outstanding in quality, but it won the first prize."
The audience and contestants in the audience listened intently. Can Serente’s "little experience" be small? Until now, there are still horror legends about "Escape" and "Silent Hill"...
Chen Mo continued: "Horror games are games that bring terror to players and make them feel scared. So what is the key to horror games? Is it a ferocious monster? Is it weird music? Is it a sudden door opening? Plasma, or even physical pain?"
"It can be said that the above are all, but they are actually appearances. The key to horror games lies in the creation of atmosphere."
"Just like "Silent Hill", why can it bring players a completely different experience from traditional horror games? It is because of the shaping of the atmosphere."
"Please keep in mind that the unknown is the scariest thing, which is why many horror movies use darkness to obscure the players' vision."
""Blind" can stand out because of this. Just like "Escape", through the setting of night vision cameras and batteries, the field of vision has become a resource that players can collect and obtain, and at the same time, different levels of difficulty can be built. .For example, in the highest difficulty, you can only carry up to two batteries."
"The ingenuity of "Blind" is to split this resource into two. Clear water is equivalent to a night vision camera and battery, while blood is equivalent to a prop that can see ghosts. In this way, the game's The strategy and gameplay will be richer."
The audience nodded one after another. They were indeed terrified when they played the game, but they were also very excited when they found clear water and blood.
A horror game that is difficult and scares everyone away is not a good horror game. The key is to hang on to the players all the time, give them a little hope, and then give them a little scare. This is sustainable development.
At this time, a contestant in the front row raised his hand and asked, "Then, besides limiting the field of vision, is there any other better idea?"
Chen Mo nodded with a smile: "Of course."
When he said this, everyone became interested, and they all watched eagerly.
Chen Mo made a fool of himself: "A new game will be released next week, you can buy it and play it to find out."
…
After the design competition, "Blind", as an excellent work, will be modified under the guidance of professional designers from Thunder Interactive Entertainment, and will be posted on the Thunder game platform.
This is already very exciting for a new designer, because a random recommendation on the Thunder game platform may mean an income of at least tens of thousands of dollars a day.
However, players are more concerned about the new game that Chen Mo mentioned.
Obviously this game was made on a temporary basis, and the production time was less than a week, so it shouldn't be a big production.
But according to Chen Mo, this game must be an innovative work, at least in terms of gameplay, it will definitely be significantly different from the current mainstream horror games.
Moreover, the horror game made by Chen Mo, do you still have to worry about not being scary...
Many people are curious and afraid, with extremely contradictory moods, waiting for the launch of the new game.