Almighty Game Designer

Chapter 725: Increasing the Reality by a Level

In the gaming industry, there are also many designers who are discussing how the so-called "CG-like game scene” works.

Especially some S-level designers who know a lot about the performance of the current VR game cabin, so they also know exactly what it's like to upgrade the current game.

There are already some highly realistic works on the market, especially from the big European and American factories, which have basically dug up the performance of the VR game cabin. In the absence of a technology explosion, why would Chen Qiao upgrade the image level of existing games to another level?

“Feel like a lot of gimmicks, huh? Or did Chen Jiao steal from anywhere else? ”

“What's so complicated about this is that it's really simple and concentrated. Split the game flow into a lot of miniature levels, and every time you call the full performance of the game cabin, you show only one small level, and the art quality will definitely go up. ”

“So that means… load every little level? What else is it called 'Mysterious Seas'? Let's call it 'Read Seas'...”

“Look, that's what you don't get, that's the gimmick, that's the differentiation! You still do it the way you used to, and can you do that? ”

Many designers have also roughly guessed the practice of being unfamiliar, just to focus on performance as a small level!

Obviously, this is the only way to improve the picture again, given the current limited level of technology.

In parallel worlds, games are moved from television screens to game compartments, and the details required are geometrically elevated. So, despite advances in technology, it's still hard to build a world big enough in the VR world.

Moreover, today's big European and American factories are more popular with open world games, and many players feel that the bigger and richer the world, the better the game will be.

Traditional “one way to black” (one way) games have become increasingly unpopular due to their relatively single gaming experience.

Players prefer to explore freely without restriction, or at least feel free to explore.

The bigger the game world, the more VR cabin performance it consumes to run, so even open games from big European and American factories have the ultimate image performance.

Many designers speculate that Chen Qiao must have deviated completely from the design philosophy of the open world and raised the image quality to the ultimate level in a way that splits the player's gameplay experience.

Many designers still don't think so. After all, progress bars are disgusting to players, and designers do everything they can to avoid them.

Chen Jiao does this kind of driving backwards, can it really get the favor of the players?

……

……

Chen Jiao is... looking in the mirror.

Instead of looking in the mirror in reality, it's in the game.

He, Nathan Drake, was looking in the bathroom in the mirror, automatically putting out various poses according to the system settings.

Nathan Drake's family scene has been completely completed, and there will be a more important play between him and Elena.

In the mirror is Nathan Drake's face, and the simulation is very high. Chen stranger has the illusion that even the pores on his face can be seen clearly.

Of course, those aren't real pores, they're just a more sophisticated skin texture map that makes characters in the game a little bit more like real people.

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

Including the sweater Nathan was wearing, there was even an impulse to knead.

In fact, at the art level, it's not too hard to make this level of gameplay, but it's really horrible how much performance is consumed in a game.

Of course, it all looks real and still clearly discerns that this is a game, after all, the player cannot do anything at will, but only within the limits of the game mechanism.

Chen Jiao came to the side of the sofa, half lying on top.

The sofa surface collapsed slightly, and after the performance via the Pangu engine, this sense of depression was very real and very satisfying to Chen stranger.

Before coming to the refrigerator, Chan opened the refrigerator and took a can of drinks out of it.

Drinking drinks while wandering around the room.

While passing the trash can, Nathan Drake threw the beverage into the trash can.

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

Including the characters' habitual movements, walking and lying down postures, 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 Wang hopes that these very detailed moves will allow the player to better bring into Nathan Drake's life, observe everything around him from his perspective and habits, and create a sense of substitution by diving and acquiescing.

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

In the original, Nathan picked up the PS1 handle and played several copies of Ancient Wolf on it, while in the version developed by Chen, it was replaced by Swtich.

Though this feeling is a little uncomfortable for Chan, the merger of Sony and Nintendo may not happen until the end of the world.

But for the world's players, it's a smile. After all, it's all about thunder and entertainment.

Just think of it as an ad for swtich.

Chen Qiao stood up from the couch and went to the loft where he lived.

Here are some collections from the first three parts of the Mysterious Seas series, all collected by Nathan Drake on an adventure.

If players have played with the previous Mysterious Seas, these collectibles are some emotional elements that will make old players laugh.

But players in parallel worlds haven't played the first few pieces, but that's okay, just think of it as a suspension, and when the first three DLCs come out later, this will be one of the motivators for players to keep buying.

Chen Jiao grabbed a skull and put it on his hand to play.

In the game, players can use Nathan's hand to look at many things in detail, including souvenirs and some notes, etc., and can flip around at will to see where the souvenir is located.

It has a very slight touch on its hand, like it's really pinching something.

This touch is also carefully tuned by Chen strangers. Depending on the object you hold, there are also slight differences in the area where the hand feels, giving the player a more authentic feeling.

Chen Jiao took another two laps in the room and checked all the details before exiting the game room.

“How's it going, manager?” Qian Qian asked with some excitement.

Obviously, the level of games he's making now makes him feel amazing, too.

Chen Jiao nodded: “Nice, keep paving, there are still many scenes that are not complete enough, hurry up. ”