Chapter 1193: A sense of oppression and psychological cues


Yang Chen and Wang Yaliang looked at an environment in the game through VR devices.
To describe it in one word, it is eerie and terrifying.
Although the art of the entire game, including a lens design of the players in the game, they built it from scratch.
But when some things come in that kind of atmosphere, one should be afraid or be afraid.
There are not many things currently developed in the game.
Mainly based on a gameplay mode of "Death by Daylight", a small test scene was constructed.
Including in Yang Chen's plan, players can basically find a point of interconnection in games such as "Resident Evil", "Escape" and "Silent Hill".
Including the construction of a branch content for the game part, which is also a little easter egg left for players.
Yang Chen believes that players should feel some surprises at that time.
"If it's a single player, it feels that few players will play it." Wang Yaliang next to him said in the game.
At the same time, the game character she manipulated turned around twice, jumping and squatting along the way.
Obviously this is an attempt to perform an operation in the game.
Yang Chen also nodded gently: "It's normal and because of the multiplayer mode, the sudden shock in the game is not much, it is more of an atmosphere of depression and tremor."
Yang Chen also explained.
This type of horror game is actually a little different from "Escape", "Silent Hill" and even "Resident Evil".
Although they are all horror games, they are all aimed at bringing thrilling thrills to players.
But multiplayer and single player have a different focus in the game.
In these games, which are dominated by single-player mode, in order to give players a sense of shock, they usually arrange some opening kills.
For example, a mental patient in a wheelchair in "Escape" suddenly grabs your hand.
The corpse hanging there in "Resident Evil" suddenly turned to look at you, or when passing a certain corner, a zombie just hit you in the face.
Appear at any time in "Silent Hill" to pull you into the inner world.
These are all sudden shocks that are caught off guard.
It's as if you were walking on the night road, and someone behind you patted your shoulder and then shouted.
Therefore, even with this method, the player's sense of shock will be greatly reduced after the player is clear.
Interspersing such a shock effect in the game is obviously simpler and more direct.
And because it is a single-player game, a single-threaded storyline.
It is destined for more than 80% or more players, and will not play a repeated game.
Including movies, TV series, and other horror-type film and television carriers, this method is also used.
But "Death by Daylight" as a multiplayer game, it is obviously unreasonable to directly use this method.
On the contrary, there will be a kind of persuasion, a kind of counter-effect according to habit.
Therefore, in "Dead by Daylight", more subtle terror is used.
A sense of oppression.
It's like the sound of the tyrant's leather shoes in the police station in "Resident Evil".
There is also the nervousness of seeing a monster in "Escape" and hiding in the closet for fear of being found.
And the psychological cues that are constantly produced in the circular corridor of "Silent Hill".
This kind of horror that is invisible and impenetrable, but like a mountain, is the one that Yang Chen attaches the most importance to in "Death by Day".
And in conjunction with the VR platform mode, a game material screen that looks like a real fantasy can make players feel this feeling even more.
Finally, with a specific sound effect, it is enough to make players feel the horror in the game.
At the same time, the most critical point is that the game is in the design of Yang Chen and his team.
This sound effect, as well as the map in the game, is not static.
Maps and sound effects will be updated in a period of time.
And it doesn't take much effort. The current Nebula game art material library, but there is enough material that can be used.
The main thing is to create an atmosphere for players in a game.
But this is not a theme that Yang Chen tested this time.
"Let's go, try an action system in the game, together or separate?" Yang Chen said towards Wang Yaliang next to him.
"Together." Wang Yaliang said decisively after taking a look at the gloomy surroundings.
The perspective of the game playing the butcher is in the first person, but it can also be switched to the third person.
This point is different from the dream memory.
However, there are some limitations.
That is, the butcher switches to the third person. The line of sight in the game will only focus on the front, and the situation on both sides, including behind, will be shrouded by existence similar to the fog of war.
For the survivors, it would not be like this.
Mainly to maintain the freshness of the game itself, and its main feature.
Of course, this setting is also a double-edged sword, that is, it will affect the player's collection of information about the game situation in the game.
From the perspective of the gameplay mode, "Death by Daylight" is essentially an information gathering game.
Whether it is a butcher or a survivor, the strategy is to collect information on the map and then fight in the game.
At this point, what Yang Chen has to do is very simple, just like the original Overwatch.
The emphasis is not on the competitive nature of teamwork, but on highlighting other factors in the game.
Why is the whole game environment messed up after the "Overwatch" revolves around competitive gameplay.
Because there is always someone who makes players feel a sense of powerlessness, which is also inevitable in teamwork games.
"DOTA", "League of Legends" including "PUBG Mobile" and other FPS games, UU reading www.uukanshu.com basically revolves around one point.
That is to highlight a kind of personal heroism in the game.
Players with strong marksmanship can be 1V5 in certain endgame situations. If they have gained an advantage in the early stage, they can snowball and lead their teammates to victory.
These are the characteristics of this type of game.
But the gameplay of "Dead by Daylight" is the same as "Overwatch" to some extent.
Especially "Death by Daylight" itself is an asymmetrical game.
The so-called balance is more of a balance of external factors, such as the matching mode of the game.
From within the game, I want to be truly balanced.
For games like "Death by Daylight", it can be said to be impossible.
Because of its asymmetrical game mechanism, it is inherently unbalanced.
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