Almighty Game Designer

Chapter 729: Reality is taken up a notch

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In the game industry, many designers are discussing how to achieve the so-called "cg-like game scene".

Especially some s-level designers, they are very familiar with the performance of the current vr game cabin, so they also know the concept of raising the current game screen to a higher level.

There are already some highly realistic masterpieces on the market, especially the works of major European and American manufacturers, which basically have almost tapped the performance of the vr game cabin. When the technology has not exploded, how can Chen Mo use the existing games? Raise the level of the picture to another level

"Do you think it's mostly a gimmick? Or did Chen Mo cut corners elsewhere?"

"What's so complicated about it? It's actually very simple. Focus on performance. Divide the game process into many miniature levels, and use all the functions of the game cabin to display only one level each time. The art quality will definitely improve. "

"That is to say... every time you enter a small level, you need to load it again? What is it called 'Uncharted Sea'? It's called 'Reading Sea Area'..."

"Look, this is why you don't understand, this is a gimmick, this is differentiation! You still do it in a serious manner according to the previous method, can you achieve this effect?"

Many designers also roughly guessed what Chen Mo did, it was nothing more than focusing on performance to make small levels one by one!

Obviously, with the current limited technical level, this is the only way to improve the picture level.

In the parallel world, the game has been transferred from the TV screen to the game cabin, and the details that need to be displayed have also been geometrically improved. Therefore, although technology has advanced, it is still relatively laborious to build a large enough world in the VR world.

Moreover, open world games are more popular among major European and American manufacturers. Many players feel that the bigger the world and the richer the content, the more fun the game will be.

The traditional "one way to the black" (one way) game has become less and less popular due to the relatively simple game experience.

Players prefer to be free to explore without restrictions, or at least make them feel like they are.

The bigger the game world is, the more performance the vr game cabin will consume to run it. Therefore, even the open games of European and American manufacturers have the ultimate picture performance.

Many designers speculated that Chen Mo must have completely deviated from the design concept of the open world, and used the method of splitting the player's game experience to improve the picture quality to the extreme level.

In this regard, many designers still don't take it seriously. After all, things like progress bars look disgusting to players, but to designers, they try their best to avoid things.

Chen Mo's doing this is considered to be backtracking. Can he really win the favor of the players

At this moment, Chen Mo... was looking in the mirror.

But not in the mirror in reality, but in the game.

At this time, he is Nathan Drake, looking at the mirror in the bathroom, and automatically posing various poses according to the system settings.

Nathan Drake's family scenes have all been completed, and there will be a more important plot between him and Elena.

In the mirror was Nathan Drake's face, and it was so realistic that Chen Mo had the illusion that even the pores on his face could be seen clearly.

Of course, those aren't real pores, just a higher-end skin texture, a little trick to make the characters in the game more like real people.

He really wanted to scratch his hair, because it really looked like real hair.

Including the sweater Nathan was wearing, it even made people feel the urge to knead.

In fact, in terms of art level, it is not too difficult to make a game screen of this level, but in the real game, the performance consumed is extremely terrifying.

Of course, no matter how real all this looks, it can still be clearly distinguished that this is a game. After all, players cannot make any actions as they wish, and can only operate within the limitations of the game mechanism.

Chen Mo came to the sofa and half-lyed on it.

The surface of the sofa was slightly sunken. After the performance of the Pangu engine, the sunken feeling was very real, which made Chen Mo very satisfied.

When he came to the refrigerator, Chen Mo opened the refrigerator and took out a can of drink from it.

While walking around the room, drinking a drink.

When passing the trash can, Nathan Drake threw the drink into the trash can.

This action is automatically triggered by the system, and there are many details like this in the game.

Including the habitual movements of the characters, walking, sitting and lying postures, they are all exactly the same as Nathan Drake.

In the game, the player is "playing" Nathan, so all habits and actions are based on Nathan.

Chen Mo hopes that these very detailed actions can allow players to better bring into Nathan Drake's life, observe everything around him from his perspective and habits, and subtly produce a sense of substitution.

Sitting down in front of the TV, Chen Mo controlled Nathan Drake to pick up the handle in front of him.

In the original work, Nathan picked up the ps1 controller and played a few games of "Crash Bandicoot" on it, but in the version developed by Chen Mo, it was replaced with stih.

Although this feeling is a bit against Chen Mo, the combination of Sony and Nintendo may not happen until the end of the world.

But for the players in this world, they just smiled knowingly, after all, this is something for Lei Ting Mutual Entertainment.

Think of it as an advertisement for stih.

Chen Mo stood up from the sofa and went to the attic of his residence.

Here are some collectibles from the first three Uncharted series, all collected by Nathan Drake during his adventures.

If players have played the previous "Uncharted", these collectibles are some emotional elements, which will make old players smile.

But the players in the parallel world haven't played the previous works, but it doesn't matter, just keep it in suspense, when the first three dlcs are released in the future, this will be one of the motivations for players to continue to buy and buy.

Chen Mo took a skull and played with it in his hand.

In the game, players can use Nathan's hand to carefully observe many things, including souvenirs and some notes, etc., and can reverse them at will according to their own will to view any position of the souvenir.

There is a very slight touch on the hand, as if it is really pinching something.

This kind of touch has also been carefully adjusted by Chen Mo. According to the different objects held, the part of the hand that transmits the touch is also slightly different, giving the player a more realistic feeling.

Chen Mo walked around the room twice more, checked all the details, and then exited the game cabin.

"How is it, store manager?" Qian Kun asked a little excitedly.

Obviously, the level of the game he has made now makes him feel very amazing.

Chen Mo nodded: "That's right, let's continue to spread the amount, there are still many scenes that are not completed enough, hurry up."