Almighty Game Designer

Chapter 1158: How Novice Designers Should Make Games

“This ending... what the hell!! ”

Lin Xue was shocked. She thought the male lead had finally come out of the shadow of his wife's death after so many years of torture. The result was suicide??

The ending was too depressing. The main character had only two paths, either to stay awake in the nightmare of his wife's death or to commit suicide?

Lin Xue felt that his whole life was bad. After playing this game, he really wanted to pigeon directly. Go out and listen to the noise to relieve him...

……

A lot of contestants in the design competition have already bought this game in the first place, and they're curious. What's with what Chen Jiao called "a better idea to limit their horizons”?

And then when they played this game, they instantly realized, yes, the so-called "restricted field of view" doesn't necessarily have to be a traditional visual restriction, it can be perfectly expressed in other ways!

Traditional visual limitations have already been dug up, back and forth, and players are getting some aesthetic fatigue.

Examples include limiting the viewing range of the player through darkness, creating unexpected dangers through narrow spaces or open doors.

Around these visual limitations, a relaxed terror experience can be created for the player through some special "means of lifting the visual limitation”.

Dark scenes and night vision cameras in Escape, for example, are a very classic practice that has been studied by many horror game designers to this day.

Stifler, however, is a thorough creative triumph in the already relatively cured way of making horror games.

Suffocation. Is this a tough game?

These designers played around and found that it wasn't hard at all.

Horror games are actually a very test type of art, the more realistic many scenes are, the stronger the terror atmosphere created for the player.

In order to give these designers a level playing field, Chen Jiao also deliberately opened a library of thunder game art materials for them, all of which are freely accessible with high precision.

Without these artwork, the horror games made by these designers would certainly be very eye-catching, and even some of the better ideas would simply not be reflected at all.

Brain patch, if the art scenes in "Escape" are so simple, the monster moves stiff and the maps are so simple, how much terror can there be left...

But Asphyxiation is a game that relies essentially on no art material, and all the horror levels are presented in simple lines, which is the worst horror game ever played.

These designers know that for a designer at this level, Chen Jiao, he already has almost unlimited resources and can naturally throw a high-quality game with the finest art materials.

But for the new designers? How to make a game that is too hard and innovative while saving as much resources as possible is too difficult.

Instead of showcasing the game with Choking, Chen Jiao did not make it as fancy as it was, but with the least amount of resources and the latest and strange ideas, told all the new designers how you should design the game according to your own circumstances.

When many people play this game, they feel like it gives a completely different experience of horror games?

It's not very different, but it's really very distinct from other horror games.

Once again, these people suddenly realized.

It's the sound of this game.

In other horror games, sound is simply used to bake the atmosphere.

In Escape, for example, different scenarios have different sounds.

In a quiet scene, the player can clearly hear his footsteps, his spirit will be highly tense, and any slight wind grass blowing may make him feel a little scared;

When being chased by a monster, accompanied by intense background sounds and monster howls, the player can clearly hear his impatient wheeze and heartbeat, which can cause his adrenaline to surge and feel the ultimate fear.

However, Suffocation is a unique way to combine visual and auditory sounds as a means for players to understand the surrounding environment.

Players face a choice all the time: if they don't make a sound probe, they have to be submerged in the dark, inch by inch; if they make a sound probe, it goes against human self-preservation instincts and can lead to monsters in the dark.

This unique visual limitation gives Suffocation a unique set of ways to play, no longer simply run cool, but combine to understand the mystery, explore and run cool, while combining unique art styles to give players another completely different experience of horror games.

And this game fits perfectly with the features of the next generation of VRs.

Players can make any sound in the game, be it talking, coughing, or knocking on the wall, and these sounds can be used to probe the path.

In this way, the player's immersion is further enhanced, and he can even see the magnitude of his speech affects the range of sound probes. Every time he makes a sound, he has to be careful and careful, unlike other horror games, as long as he can't hold it down.

Of course, if anyone asks, is Choking a horror game beyond the classic?

Obviously not.

Of all the horror games made by Chen Jiao, Suffocation is obviously the simplest and least frightening, and there is little comparison with games like Escape and Silent Hill.

But Chen Jiao made the game, mainly to show all the new designers the endless possibilities of making the game.

Are novice designers constrained by various resources and inevitably unable to make good games?

Of course not.

This is what a designer should do by tapping into his brain holes and creativity, maximizing and avoiding shortcomings, and optimizing his work, using existing resources.

Or, what makes a good designer?

Not a good hand, but a bad hand.

Good designers can make up for everything with great creativity and create timeless pieces, which is the most appealing part of the game design industry.

These contesting designers are all emotional. The big man is the big man, and we can't fight the self-destructive martial arts...

It's like in some fantasy novel, the boss says, "I suppress the realm to fight you," and it turns out, crush it!

“What to do, I feel like I'll never reach the height of Celent... hey. ”

Some contestants feel that they have never doubted their lives more than they do today...