Almighty Game Designer

Chapter 228: VR Game Making Principle (Five Changes)

How popular is "My World" in Chen's previous life?

In short, it is one of the most successful stand-alone games in terms of popularity and commerce; it is the second-highest selling game in the world, with over 100 million sales, after the vintage Russian squares.

Considering that My World was launched in 2009, there were a lot of really good PC and host games, and it was a miracle to get this volume.

And what makes My World so powerful is that it can go to the hall, it can go down to the kitchen, it can go to the PC and the mainframe, it can go to the tablet and the phone, and the platforms can all be transported smoothly.

There's also some data to show a little bit about how popular this game is.

In 2014, the Mojang studio that produced My World was acquired by Microsoft for $2.5 billion.

My World plays 4.31 billion on YouTube.

Over 10 million players applied to join the My World quiz, which also made it the most popular beta game.

The Rotten Nation Military Survey is said to have created a topographic map of the entire British island in My World, using 22 billion blocks.

Why is this game so magical that countless people are obsessed with it?

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

In fact, many people have the idea of "creating their own space world”, which can be experienced by sandcastles, building blocks, paper molds, etc., when they grow up to be experienced in various games.

On computers, there are many ways to create a virtual world, but traditional 3D design software has very high learning costs, and most people don't have the patience to learn from scratch.

And My World makes it easier for the vast majority of people to make a 3D virtual world.

Just stack the cubes.

You don't need materials, maps, rendering, terrain, vegetation, particle effects, you don't need them all, you just have to pick the right block and stack it up.

The square block in "My World" is unconventional and is the standard 1m * 1m * 1m size. Players are not easily lost on the scale of the virtual world, and the finished product is more convincing.

And My World is not just a world creator, it's also a rich game.

Porting this game onto the VR platform is a very challenging and meaningful thing for Chen Jiao.

……

After Chen Jiao explained the concept set up, everyone started to rush the time to prepare for all the work, especially the technology tree, art style and derivative play mentioned by Chen Jiao, enough to give you a headache for a while.

After all, the world doesn't have any games to reference. How do you make a game that looks like a building block? What does it look like? How should some details be designed?

This is something that everyone needs to think about.

As for Chen, he went back to the second floor of the Experience Store and started studying the rules for making VR games.

The phantom editor supports VR games, but it is made differently than PC and mobile games.

Chen Qiao is now an A-level designer and an honorary member of the Tourism Board, and his privileges in the Phantom Editor are high enough to open the corresponding sections of the VR game.

By the time he became an A-level designer, Chen Jiao had already viewed the process for making VR games and now confirmed it again.

Chen has also experienced VR games represented by Earth OL before. Simply put, the world's VR technology allows players to enter their consciousness directly into the game compartment and receive feedback signals.

The pod replaces traditional input and output devices, such as keyboards, mouses, monitors, and so on, and serves as a bridge between player consciousness and the virtual reality game world.

The game compartment has the ability to parse player consciousness.

To give a simple example, if a player wants to reach for a prop in a game, the pod decodes the consciousness, translates it into the action of the character in the game, and interacts with the game world, and the end result is that the character picks up the prop.

Similarly, movements such as moving, climbing, jumping, attacking, shooting, etc., are also accomplished in this way.

In theory, virtual reality technology in this world can parse any intent of the player, but whether it is applied to the game depends on the designer designing the rules.

Simply put, in a Cold Arms Battle game, the player can emit the “I'm going to pull the trigger” awareness, but after parsing, the pod is transferred into the game world, because the game world does not support the action, so the character in the game will not move and will not react.

When it comes to a particular VR game, what actions are supported and how they work depends on the designer's design.

In games, for example, you're a warrior with a gun, and you want to do the "put the gun under your foot," but the designer doesn't design it, so your character doesn't move.

Sounds strange, but after playing VR games for a long time, you'll get used to this setup. (Just like you do in 3A, there are times when you can only do what the plot requires you to do.

So the more actionable the designer designs for the game, the freer the player is in the game, the more things can be done, and the more real the game becomes.

But then the more loads the game, the more spirit the player needs to consume.

That's one of the reasons why VR platforms don't generally play RTS games.

Art performance has no special advantages.

It's expensive.

Players need to consume too much awareness to play for too long due to easy fatigue.

If there is now an RTS game with a VR platform, the player's consciousness needs to select a unit and perform an operation. During the infinite cycle of this behavior, the battle strategy needs to be constantly considered. For the player, the mental power consumed is multiplied.

PC platforms are different and players need to think about these things, but all the action is done with the mouse and keyboard, and many are unconscious and habitual, so they're not that tired.

Therefore, some VR games also deliberately simplify game operations to prevent fatigue caused by overly complex operations to the player's spirit, thus achieving disguised prolongation of game time.

For example, in some VR games, all “attacks” of the player are boxing attacks, which do not determine the direction, angle, strength and other attributes of boxing, which is to simplify the game operation and reduce the burden on the player's spirit.

Furthermore, in terms of perception, VR games have the ability to simulate player senses comprehensively, including visual, auditory, olfactory, tactile, etc.

The in-game screen will be transmitted to the player in the form of a visual signal, which, like a normal person's double-eyed overlapping field of view, is 124 degrees, with a focus area of about 25 degrees, which is consistent with reality.

Hearing and smell are transmitted to players in the form of signals that can comprehensively simulate sounds and odors in the real world.

……

Once you understand the basics of VR game design, it is the basic guidelines for some designs.