Chapter 1156 - How a Novice Designer Should Make a Game
"This ending...... What the hell!!"
Lin Xue was shocked, she thought that the male protagonist had finally come out of the shadow of his wife's death after so many years of torture, but it turned out that he was going to commit suicide??
This ending is too depressing, and the protagonist has only two paths, either to indulge in the nightmare of his wife's death and never wake up, or to commit suicide?
Lin Xue felt that her whole person was not good, and after playing this game, she almost wanted to go straight to the pigeon, and go out to listen to a cross talk to relieve herself......
……
Many of the contestants who participated in the design competition had already bought this game for the first time, and they were quite curious, what was the "better idea of limiting the field of vision" that Chen Mo said?
Then when they played this game, they instantly realized, yes, the so-called "limited vision" does not have to use traditional visual limitations, it can be expressed in other ways!
In fact, the traditional visual limitations have been almost excavated, and there are only a few kinds of back and forth, and players are also a little aesthetically fatigued.
For example, using darkness to limit the player's field of vision, creating unexpected dangers through narrow spaces or opening doors, etc.
And around these visual limitations, through some special "means of removing visual restrictions", you can create a terrifying experience for players.
For example, the dark scenes and night vision cameras in "Escape" are a very classic practice, and they are still being learned by many horror game designers.
However, Suffocation's unique approach to the already relatively solidified approach to horror game production is a complete creative victory.
Is Suffocation a difficult game to make?
These designers played around and found that it was not difficult at all.
Horror games are actually a type of game that tests the art very much, and the more realistic the scenes, the stronger the horror atmosphere created for players.
In order to give these designers a level playing field, Chen Mo also deliberately opened up the art material library of Thunder Games for them, and all high-precision horror game art materials can be used at will.
Without these art materials, the horror games made by these designers would be very spicy, and even some of the better ideas would not be reflected at all.
To make up for it, if the art scenes in "Escape" are all very shabby, the monsters are stiff, and the textures are rudimentary, how much more horror will be left......
However, Suffocation is a game that basically doesn't rely on art materials, and all the horror levels are presented with rudimentary lines, which is simply the most rudimentary horror game in history.
These designers all know that for a designer of Chen Mo's level, he already has almost unlimited resources, and he can naturally use top-notch art materials to create a high-quality game.
But what about designers just starting out? It's too difficult to make a high-quality and innovative game while saving as many resources as possible.
Chen Mo didn't use the game "Suffocation" to show off his skills, he didn't make it so fancy, but used the least resources and the latest creativity to tell all novice designers how you should design the game according to your own situation.
Many people feel when playing this game, this game seems to give people a completely different horror game experience?
It's not a big difference, but it's a big difference from other horror games.
After a good experience, these people suddenly realized.
It's because of the sound of this game.
In other horror games, sound is just used to set the mood.
For example, in Escape, different scenes will have different sound effects.
In quiet scenes, the player can clearly hear his own footsteps, his spirit will be highly tense, and any slight movement may make him feel a wave of fear;
When being chased by monsters, the player can clearly hear his own rapid gasps and heartbeats accompanied by intense background sounds and monster howls, which will give him an adrenaline rush and feel the ultimate fear.
However, "Suffocation" takes a unique approach, making the sound used to set off the terrifying atmosphere a means for the player to understand the surrounding environment, which is equivalent to making the visual and auditory senses one.
Players are faced with a choice every moment: if they don't make a sound to find their way, they will be drowned in the darkness and unable to move an inch; Sounding to find your way defies human instinct for self-preservation, and it has the potential to attract monsters in the dark.
This unique visual limitation allows Suffocation to acquire a series of unique gameplay, which is no longer just parkour, but a combination of puzzle-solving, exploration and parkour, combined with a unique art style, giving players a completely different horror game experience.
Moreover, the game is a perfect fit for the characteristics of next-gen VR.
Any sound the player can make in the game, whether it's talking, coughing, or banging on a wall, it will make a corresponding sound, and these sounds can be used to find their way.
In this way, the player's sense of immersion is further enhanced, and he can even see that the volume of his voice affects the range of sound wave pathfinding, and every time he makes a sound, he has to be careful and careful, unlike other horror games, as long as he holds his voice.
Of course, if anyone asks, is Suffocation a horror game that transcends the classics?
Apparently not.
Among the horror games produced by Chen Mo, "Suffocation" is obviously the simplest and least scary one, and it is not comparable to games like "Escape" and "Silent Hill".
But Chen Mo made this game mainly to show all novice designers the infinite possibilities of game production.
Novice designers are limited by various resources, and they must not be able to make good games?
Of course not.
Using existing resources, digging out their own brains and creativity, making use of their strengths and avoiding weaknesses as much as possible, and doing their best in their works is what a designer should do.
Or what makes a good designer?
It's not about playing a good hand, it's about playing a bad hand.
A good designer can make up for everything with great ideas and create works that are ahead of the times, and this is the most attractive thing about the game design industry.
These participating designers sighed one after another, the big guy is really the big guy, and we can't beat the self-abolition of martial arts......
This feeling is like some fantasy, the big guy said, "I suppressed the realm to fight with you", but after the fight, I found that it was still crushed!
"What to do, I feel like I can't reach the heights of Silent for the rest of my life...... Ay. ”
Some of the designers who participated in the competition felt as if they had never doubted life as much as they did today......