Chapter V: Cooperation (II)

What should a VR game look like?

Different developers have different understandings and different answers to this question. In the current context, first-line developers have begun to make VR games in a bunch, and the path they have chosen is also the answer they think is the right one.

MS's answer is very simple, in the age of VR, they are still doing what they do best, which is to use car guns to open the way.

VR ball games are still in the research phase, and MS is now focusing on cars and guns. These two games are more suitable for the VR mode in terms of game type, and they are also more convenient in the development of peripherals.

Not to mention cars, now racing games have a full set of peripherals, from steering wheels to racing seats. In the case of guns, related peripherals appeared much earlier than VR games.

These two games don't need to be too complicated in terms of gameplay, and the design experience of the past can still be used to the present, and the biggest problem in game development in this area is ultimately a technical problem. Theoretically, both the current PC and the two major consoles have enough functions to complete VR support, but they have fallen behind in software development.

MS has now chosen shooting games and racing games as a breakthrough in the VR era, which is also the choice of many developers, especially shooting games, which have become an absolute hot spot in the VR field. At least now that the news has been released, there are five VR shooter masterpieces in development.

It can be said that this kind of game that can carry over the previous design experience and fit the VR mode is undoubtedly the most suitable game type for major game developers to test the waters.

Moreover, these game types have a much lower demand for the establishment of game scenes, such as racing games, and the reuse rate of game scenes is very high.

Of course, this is not to say that these games are any better, MS has had a lot of difficulties in the development of racing games.

But Future Oasis' first VR game chose a different path, they didn't chase the hot spots like other developers, but stuck to what they do best.

In the future, the level of Oasis in the game screen and scene construction is recognized by many players, the era, maybe the game content needs to find new design skills, but the accumulation of art ability, from the 3D era to the VR era can continue to be used.

Stephen has been very accurate in the way Oasis is going to be in the future for this game, which is to just make their own things.

We do what we are good at.

As for the difficulty of development, it doesn't seem like much of a concern to them.

From this small half-hour test, both Stephen and the MS developers knew that what they were doing now was much more difficult than making a VR shooter. As can be seen from the current semi-finished product, the future oasis has at least three huge scenes.

A modern metropolis, a 19th-century London and a 20th-century Shanghai, three sprawling scenes with very different styles are at the heart of the game.

In other words, the core selling point of this game lies in these three game scenes and the VR display. Even the pros and cons of the entire game's story are put on the back burner.

It is no exaggeration to say that as long as the reality effect of VR is explosive enough, the scene of the game is shocking enough, and the picture quality is excellent enough, players are willing to pay dozens of dollars or hundreds of RMB of game money even if they just look at the scenery in the game.

After all, it's an epoch-making experience, and no one has ever been able to take a VR game scene to this point before this game. And a game money is not as good as a ticket to travel.

Not to mention, you can also communicate with NPCs with your voice.

In this era, speech recognition is nothing new, and now the technology of speech recognition has developed to the present, and it has been widely used in various software, including MS, and speech recognition technology has also been used in operating systems.

It's not uncommon for speech recognition to be used in games, but it's not uncommon for people to think about a design like Future Oasis that completely integrates voice recognition directly into the game, but at least no one has done it before.

In the field of design, if you just think about it but don't make it, it means you don't have it. It can be said that what the future Oasis is doing now is unique.

The benefits of voice recognition are obvious, and moving away from command-based gameplay is a huge improvement in the gaming experience, and the presence of dialogue options in a game that focuses on the real experience can certainly feel a little strange.

There are many technology companies that do voice recognition now, and there are many that do it well, and Stephen has not thought about whether the voice recognition technology of Oasis in the future was bought from others or how it came about, and this kind of thing is not suitable for asking now.

After all, MS came to Future Oasis this time mainly for related cooperation projects.

If there is any weakness of Oasis as a game company in the future, it is probably that it does not have its own hardware department, and does not have hardware development capabilities for the time being, and their games still need to rely on third-party platforms to run.

Including the new work of the future Oasis, we are now cooperating with MS on some hardware support.

They wanted to develop dedicated peripherals for Spacetime Code.

MS will definitely not refuse this kind of request, and even strongly welcomes this cooperation, because if Oasis and MS cooperate in the future, then their peripherals can only be used on their own platform, which is good news for them.

The game of the future Oasis is now a signboard in the gaming circle, and there is no reason to let it go, not to mention that Stephen has seen the infinite potential of the new game.

"We intend to keep the traditional way of operating."

"The new game can be played with a traditional gamepad, so it's like a VR realistic FPP game," Summit said. ”

Dedicated peripherals mean extra costs, and not all gamers are willing to pay such a fee for a game, and the Chrono Code genre can be played in the traditional way.

"However, we still hope to develop a somatosensory operation mode for the game."

They felt that this "Time and Space Code" was a good platform to accumulate experience in game operation, and they didn't want to waste this opportunity.

"That's fine, we have the best hardware designers."

Stephen pointed to the two behind him, and the two named men also puffed out their chests proudly.

"But before that......"

Stephen said, "I guess we should try out your game first, don't you?" ”

He smiled a little slyly, then ran to the testing area like an old kid and took the VR equipment that the tester had just taken off.

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