Game Entertainment Empire

Chapter 1191 Setting the level of fear brings players double happiness

Regarding how to grasp the fright value for players in the game, this is very important for horror games.

It can even be said to be the key to determining whether a horror game can be commercialized.

If a horror game isn't scary enough, it's basically selling dog meat on a sheep's head.

If you are not scary, what do you call a horror game?

But if it's too scary, it's another extreme.

You are so scary, how dare I play with you?

Players are so unreasonable sometimes.

Yang Chen already clearly understood this when he was making "Escape".

That's why there was an action to reduce the horror in the later "Resident Evil".

But these factors are experienced in single-player mode.

A person walking on a dark and silent path has completely different psychological feelings than a group of people walking on a dark and silent path.

In "Dead by Daylight", what players experience is the multiplayer mode.

Some settings that can scare players to the point of peeing in single-player mode are also different in multiplayer mode.

Especially in the multiplayer mode of the VR platform, it is actually not that easy to use.

Of course, Yang Chen's goal is to find a balance between the two, so that players can feel the thrills and excitement in the game, but they will not be too scared to play the game.

For example, in terms of horror-style gameplay, in "Dead by Daylight" Yang Chen was able to create this kind of terrifying feeling based on the game mechanics.

The most direct one is to allow players to directly cancel the voice settings in the game when performing tasks separately from other players, leaving players in an isolated and helpless state.

Directly switch the game from multiplayer mode experience to single-player experience in an instant.

This can definitely make players feel a more terrifying atmosphere.

Of course, there is indeed a similar gameplay in the game, but it will never be that excessive.

After all, horror games are only meant to make players feel trembling and thrilling.

It's not really about scaring the players out of their minds.

Including the details of the game, there were actually many things that Yang Chen was not prepared to add to the game.

Especially when it came to bloody scenes, Yang Chen was not overly prepared for this.

Although Yang Chen clearly understood that this was an adult-level game, he still had to exercise some restraint.

For example, in "Dead by Daylight" in the dream memory, after the butcher captured the human being, he performed some special treatment, which resulted in the game's graphics being particularly bloody.

What this kind of blood brings to players is actually a kind of physical fear and discomfort to a greater extent.

In addition, the horror caused by this kind of visual effect is actually quite troublesome.

For example, the game "Dead by Daylight" in Dream Memory was banned in some countries because it was too bloody.

Of course, there are also some more conspiracy theories. For example, the reason why it was banned was mainly because the game introduced a doctor butcher who knew how to use electricity.

But in Yang Chen's opinion, it was more because of the bloody scenes.

Otherwise, if it were for this reason, "Secrets of Fenceman Village", which also directly adapted the incident into a game, should be more easily defeated with one shot as the first bird.

Therefore, Yang Chen also pays more attention to the subtle psychological fear that the game brings to players.

Instead of using enough plasma and heads to make players feel physically terrified.

Of course, this does not mean that there are no special elements, but this part of the content should not become the main point.

The most intuitive point is that Yang Chen hopes that players in the game can feel the thrilling sense of oppression and the feeling of surviving after escaping.

Just like disco, a feeling of breaking some inner shackles.

Regarding the game's map and characters, Yang Chen had no intention of following the original "Dead by Daylight" mode.

Because there is no need for that.

More importantly, Yang Chen wants to bring players a more emotional map.

For example, the underground garage of the police station where Leon and Ada first met in "Resident Evil".

The mental hospital where the reporter went to in "Escape".

The eerie school in Silent Hill.

Even the primitive jungle where the Zerg were encountered in "Halo".

And the village of Yharnan in "Bloodborne".

The sick village in "Dark Souls".

Yang Chen believes that compared with some unfamiliar map scenes, these scenes that players are familiar with will definitely arouse the feelings of players.

Seeing this familiar map, players can recall the unparalleled joy they felt in the game produced by Nebula Games.

At this time, when the two kinds of happiness are added up, it is double happiness.

There are also the butchers in the game, the tyrants and lickers in "Resident Evil", the fat men and doctors in "Escape", and the triangle heads and nurses in "Silent Hill".

These are all classic characters that left a deep impression on players.

……………………

After completing a preliminary design draft, Yang Chen, Lin Jiayi, Wang Yaliang, Wang Ye, Chen Shu and others had a meeting.

"A game of hide-and-seek?"

Looking at the design manuscript, Lin Jiayi became somewhat interested.

Hearing Lin Jiayi's words, Yang Chen also smiled and nodded gently: "You can understand it this way."

The gameplay mode of "Dead by Daylight" is actually not very complicated.

Putting aside the asymmetrical setting, it is essentially a hide-and-seek gameplay.

The background of the game is that a group of people who have died in accidents in reality come to a mysterious space.

In this space, every once in a while, they will enter a specific place to complete the survival challenge.

What they have to encounter are monsters from various terrifying worlds. In this world, they are named butchers.

A butcher who hunts survivors.

The game adopts the mode of 1 butcher and 4 survivors.

At the same time, according to different maps, a balanced process will also be considered in the future.

Of course, a balance in gameplay requires actual game testing.

Because the mode itself switches to a brain-computer interface, compared to dream memory, there are many points in the game that can add features.

And for the dream memory in "Dead by Daylight", using a small scene, you can create a situation where the butcher looks at the human, and the human looks at the butcher, with a wall separating the two people, and then the big eyes stare at the small eyes.

Yang Chen wanted to avoid such dramatic performance in the game.

For example, you want to stare big and small, and then you find that the butcher jumps over the wall and rushes in front of you to kill you.

Of course, if this is done, how to control the balance between the butcher and survivor camps also needs to be dealt with.

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