"This ending... what the hell!!"
Lin Xue was shocked. She thought that after so many years of torment, the male protagonist finally came out of the shadow of his wife's death, and ended up committing suicide
This ending is too depressing, the protagonist has only two paths, either indulge in the nightmare of his wife's death and never wake up, or commit suicide
Lin Xue felt that she was not well. After playing this game, she really wanted to go out and listen to cross talk to relieve herself...
…
Many contestants who participated in the design competition bought this game in the first place. They were quite curious about what Chen Mo said about the "better idea of limiting the field of vision".
Then when they played this game, they suddenly realized that, yes, the so-called "restricted field of vision" does not necessarily need to use traditional visual restrictions, but other ways of expression can be used!
In fact, the traditional visual restrictions have already been almost excavated. There are only a few kinds of back and forth, and the players are also a little tired of aesthetics.
For example: limiting the player's field of vision through darkness, creating unexpected dangers through narrow spaces or opening doors, etc.
And around these visual restrictions, through some special "means of lifting visual restrictions", it is possible to create a relaxed horror experience for players.
For example, the dark scenes and night vision cameras in the game are a very classic approach, and it has been learned by many horror game designers until now.
However, it is a complete creative victory to find a unique way in the relatively solidified way of making horror games.
is this game difficult
After playing with it for a while, these designers found that it is not difficult to make at all.
Horror games are actually a type of game that really tests art. The more realistic the scenes are, the stronger the horror atmosphere created for players.
In order to give these designers a level playing field, Chen Mo also specially opened up the art material library of the Thunder game for them. All the high-precision horror game art materials can be used at will.
Without these art materials, the horror games made by these designers must be very eye-catching, and even some better ideas cannot be reflected at all.
Think about it, if the art scenes in the movie are extremely simple, the monsters move stiffly, and the textures are simple, how much horror atmosphere can be left...
However, it is a game that basically does not rely on art materials. All scary levels are displayed with simple lines. It is simply the simplest horror game in history.
These designers all knew that for a designer of Chen Mo's level, he already had almost unlimited resources, so he could naturally create a high-quality game with top-notch art materials.
But for designers who have just entered the industry, how to make a high-quality and innovative game while saving resources as much as possible is too difficult.
Chen Mo didn't use this game to show off his skills, he didn't make it so fancy, but used the least resources and the most novel ideas to tell all novice designers how to design games according to their own conditions.
Many people feel it when playing this game, this game seems to give people a completely different horror game experience
Although it can't be said that it is different, it is indeed very different from other horror games.
After experiencing it again, these talents suddenly realized.
It's because of the sound of the game.
In other horror games, the sound is just for atmosphere.
For example, in , different scenes will have different sound effects.
In a quiet scene, the player can clearly hear his own footsteps, his spirit will be highly tense, and any slight wind and grass may make him feel a burst of fear;
When being chased by a monster, accompanied by the intense background sound and howling of the monster, the player can clearly hear his rapid panting and heartbeat, which will make his adrenaline surge and feel the ultimate fear.
However, it has found a unique way to make the sound used to set off the horror atmosphere a means for players to understand the surrounding environment, which is equivalent to combining vision and hearing into one.
Players are faced with a choice all the time: If you don’t make a sound to explore the way, you will be submerged in the darkness, making it impossible to move an inch; making a sound to explore the way violates human’s self-preservation instinct, and may attract darkness in the monster.
This unique visual restriction allows for a series of unique gameplays. It is no longer pure parkour, but a combination of puzzle solving, exploration and parkour. Combined with a unique art style, it provides players with Another completely different horror game experience.
Moreover, this game fits perfectly with the characteristics of next-generation VR.
Players can make any sound in the game, whether it is talking, coughing or hitting the wall, there will be corresponding sounds, and these sounds can be used to find the way.
In this way, the player's sense of immersion is further enhanced. He can even see that the size of his own voice affects the range of sound wave detection. Every time he makes a sound, he must carefully consider and be careful. Just keep silent.
Of course, if someone asks, is it a horror game that goes beyond the classics
Obviously not.
Among the horror games made by Chen Mo, it is obviously the simplest and least scary one, and there is no comparison with this kind of game.
But Chen Mo made this game mainly to show all novice designers the infinite possibilities of game making.
Novice designers are limited by various resources, so they must not be able to make good games
Of course not.
Utilize existing resources, dig out one's own brain hole and creativity, maximize strengths and avoid weaknesses as much as possible, and make one's own work the best. This is what a designer should do.
In other words, what makes a good designer
It's not about playing a good hand, it's about playing a bad hand.
Excellent designers can make up for all shortcomings with excellent creativity and create works that transcend the times. This is the most attractive part of the game design industry.
These designers who participated in the competition all sighed, the big boss is really a big boss, we can't beat self-defeating martial arts...
This feeling is like in some fantasy novels, the boss said "I will suppress the realm to fight you", but after the fight, I found that it was still crushed!
"What should I do, I feel that I will never be able to reach the height of Celent in my life... hey."
Some participating designers feel that they have never doubted life like they do today...
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