Almighty Game Designer

Chapter 230: Principles of VR game production

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How popular was "My World" in Chen Mo's previous life

In a simple summary, it is the most successful independent game in terms of popularity and business, bar none; it is the second highest-selling game in the world, with sales exceeding 100 million, second only to the old antique Tetris.

Considering that "Minecraft" was released in 2009, there were already many very good PC and console games at that time, and it was a miracle to get this sales volume.

Moreover, the strength of "Minecraft" is that it can be used in the hall, in the kitchen, on PCs and mainframes, as well as on tablets and mobile phones, and all platforms can be smoothly transplanted.

There are also some data that can slightly support the popularity of this game.

In 2014, Mojang Studio, which produced Minecraft, was acquired by Microsoft for $2.5 billion.

"My World" has 4.31 billion views on YouTube.

During the beta period of Minecraft, more than 10 million players applied to join, making it the most popular beta game.

It is said that the National Military Survey Bureau created the topographic map of the entire British Isle in "Minecraft", using 22 billion squares.

Why on earth does this game have such a great magic power that so many people are addicted to it

Simply put, because "Minecraft" greatly reduces the difficulty of making a three-dimensional object in the computer.

In fact, many people have the idea of "creating their own space/world". When they were young, they could experience it through sand castles, building blocks, paper models, etc., but when they grew up, they could experience it in various games.

There are many ways to create a virtual world on the computer, but the traditional 3D design software has a very high learning cost, and most people do not have the patience to learn from scratch.

And "My World" allows most people to easily create a 3D virtual world.

Just stack blocks.

There is no need for materials, textures, rendering, terrain, vegetation, particle effects, all of them are not needed. Anyway, you need to choose a correct square and stack it on it.

The squares in "Minecraft" are very regular, with a standard size of 1m*1m*1m. Players are not easy to get lost in the scale of the virtual world, and the finished product is more convincing.

Moreover, "Minecraft" is not just a world creator, it is also a game with rich content.

For Chen Mo, porting this game to the VR platform is a very challenging and meaningful task.

After Chen Mo explained the concept draft, everyone began to hurry up and prepare for various tasks, especially the technology tree, art style and derivative gameplay that Chen Mo mentioned, which was enough for everyone to have a headache for a while.

After all, there are no reference games in this world. How to make a game similar to building blocks? What does it look like? How should some details be designed

This is a question that everyone should carefully consider.

As for Chen Mo himself, he returned to the second floor of the experience store and began to study the relevant rules for making vr games.

Fantasy World Editor supports the production of vr games, but the specific production method is different from PC and mobile games.

Chen Mo is now an A-level designer and an honorary member of the game committee. His authority in the fantasy editor is already very high, and he can open the corresponding section for making vr games.

When he became an A-level designer, Chen Mo had already browsed the relevant process of making vr games, and now he confirmed it again.

Chen Mo has also experienced the vr games represented by "Earth ol" before. Simply put, the vr technology in this world allows players to directly input their consciousness into the game cabin and receive feedback signals.

The game pod replaces traditional input/output devices such as keyboards, mice, monitors, etc., and becomes a bridge between the player's consciousness and the virtual reality game world.

The game cabin has the ability to analyze the player's consciousness.

To give a simple example, if a player wants to reach for a certain item in the game, the game cabin will analyze this consciousness, transform it into the actions of the characters in the game, and interact with the game world. The final result is the game character Picked up this prop.

In the same way, actions such as moving, climbing, jumping, attacking, shooting, etc. are all realized in this way.

Theoretically speaking, the virtual reality technology in this world can analyze any intention of the player, but whether it can be applied to the game depends on whether the designer has designed the corresponding rules.

To put it simply, in a cold weapon fighting game, the player can send out the consciousness of "I want to pull the trigger", but the game cabin transmits it to the game world after analysis, because the game world does not support this action. So the character in the game will be motionless and will not react in any way.

Specific to a certain vr game, what actions are supported and what kind of operation methods are supported, these all depend on the design of the designer.

For example, in the game, you are a soldier with a gun, and you want to make the action of "stomping the gun under your feet", but the designer did not design it, then your character will remain motionless.

It sounds strange, but after playing vr games for a long time, you will get used to this setting. (Just like you in a 3a masterpiece, you can only do the actions that the plot requires you to do in many cases.)

Therefore, the more executable actions the designer designs for the game, the more freedom the player has in the game, the more things the player can do, and the more realistic the game will appear.

But in this way, the greater the load of the game, the more energy the player needs to consume.

This is also one of the reasons why VR platforms generally do not make games like rts.

There is no particular advantage in artistic expression.

Costly.

Players need to consume too much consciousness, resulting in easy fatigue and unable to play for too long.

If there is an rts game on the vr platform now, the player's consciousness needs to select a certain unit and then perform a certain operation. doubled.

The PC platform is different. Players also need to think about these things, but all operations are done through the mouse and keyboard, and many of them are subconscious habitual actions, so they are not that tiring.

Therefore, some vr games will also deliberately simplify the game operation to prevent the mental fatigue of the player from overly complicated operations, so as to achieve the purpose of prolonging the game time in disguise.

For example, in some VR games, all the "attacks" of the player are punching attacks, and the direction, angle, strength and other attributes of the punching cannot be determined. This is to simplify the game operation and reduce the mental burden on the player.

In addition, in terms of perception, vr games have the ability to fully simulate the player's senses, including vision, hearing, smell, touch and so on.

The in-game screen will be transmitted to the player in the form of visual signals, which is the same as the double-eye view of a normal person, which is 124 degrees, and the concentration area is about 25 degrees, which is consistent with reality.

Hearing and smell are transmitted to players in the form of signals, which can fully simulate the sounds and smells in the real world.

After understanding the basics of vr game design, there are some basic principles of design.