Game Entertainment Empire

Chapter 1193 Sense of oppression and psychological suggestion

Yang Chen and Wang Yaliang looked at an environment in the game through VR equipment.

To describe it in one word, it is eerie.

Although the art of the entire game, including the camera design of the player in the game, was built bit by bit from scratch.

But there are some things that should be feared when that kind of atmosphere comes.

There are not many things currently developed in the game.

It is mainly a small test scene built based on a gameplay mode of "Dead by Daylight".

Including in Yang Chen's plan, players can basically find a point of interconnection in games such as "Resident Evil", "Escape" and "Silent Hill".

Including the construction of a branch of the game part, this is also a little easter egg left for players.

Yang Chen believes that players will feel some surprises when the time comes.

"If it's a single player, I feel like very few players would play it." Wang Yaliang, who was next to him, spoke out in the game.

At the same time, the game character she controlled spun around twice, jumping and squatting along the way.

Obviously this is an attempt to perform an operation in the game.

Yang Chen also nodded lightly: "It's normal and considering the multiplayer mode, the sudden shock in the game is actually not much, it is more of an atmosphere of depression and trembling."

Yang Chen also explained.

Horror games with this gameplay mode are actually a little different from "Escape", "Silent Hill", and even "Resident Evil".

Although they are all horror games, they all aim to bring thrilling thrills to players.

But multiplayer and single-player have different focuses in the game.

In these games that focus on single-player mode, in order to give players a sense of fright, they usually arrange some door-to-door kills.

For example, the mental patient sitting in a wheelchair in "Escape" suddenly grabs your hand.

The hanging corpse in "Resident Evil" suddenly turns to look at you,

Or when you walk around a corner, a zombie hits you right in the face.

"Silent Hill" appears at any time to pull you into the other world.

These are all sudden shocks that are caught off guard.

Just like you are walking on the road at night, and suddenly someone behind you taps your shoulder and yells.

So even with this method, once players understand it, their sense of fright will be greatly reduced.

Inserting such a scare effect into the game will obviously be simpler and more direct.

And because it is a single-player game, it has a single-threaded story.

It is destined that more than 80% or more of the players will not play it repeatedly.

Including movies, TV series, and other horror-themed film and television carriers, this method is also commonly used.

But as "Dead by Daylight" is a multiplayer game, it is obviously unreasonable to directly use this method.

On the contrary, it will produce a kind of persuasion, a kind of counter-effect based on habit.

So in "Dead by Daylight", more subtle horror is used.

A sense of oppression.

Just like the sound of the tyrant's leather shoes in the police station in "Resident Evil" who doesn't know when he will catch up.

There is also the nervousness of meeting the monster for the first time in "Escape" and hiding in the closet for fear of being found.

And the psychological hints that are constantly generated in the looping corridors of "Silent Hill".

This sense of terror that is invisible and impenetrable, but weighs on the player's mind like a mountain, is what Yang Chen values ​​most in "Dead by Daylight".

And combined with the VR platform mode, a realistic and illusory game material screen can make players feel this feeling.

Finally, paired with specific sound effects, it is enough to make players feel the terrifying feeling in the game.

At the same time, the most critical point is that the game is designed by Yang Chen and his team.

This sound effect, as well as the map in the game, is not static.

Maps and sound effects will be updated over time.

And it doesn't take much effort. There are enough materials in the current Nebula game art material library that can be used.

The main thing is to create an atmosphere for the players in a game.

But this is not a theme that Yang Chen and the others tested this time.

"Let's go, try one of the action systems in the game, together or separately?" Yang Chen said to Wang Yaliang next to him.

"Together." Wang Yaliang said decisively after taking a look at the gloomy surroundings.

The perspective of playing the butcher in the game is first-person, but it can also be switched to third-person.

This point is somewhat different from the dream memory.

However, there are still some restrictions.

That is, the Butcher switches to the third person. The view in the game will only focus on the front, while the two sides, including the situation behind him, will be shrouded in a fog of war.

As for the survivors, it would not be like this.

The main purpose is to maintain the freshness of the game itself and its main feature.

Of course, this setting is also a double-edged sword, that is, it will affect the player's information collection about the game situation in the game.

In terms of gameplay mode, "Dead by Daylight" is essentially an information collection game.

Whether it is a butcher or a survivor, their strategy is to collect information on the map and then compete in the game.

At this point, what Yang Chen has to do is still very simple, just like the original "Overwatch".

The emphasis is not on the competitive nature of teamwork, but on highlighting other factors in the game.

Why does the entire game environment of "Overwatch" become a mess after it revolves around competitive gameplay.

Because there are always people who will make players feel a sense of powerlessness, which is inevitable in team collaboration games.

"DOTA", "League of Legends", including "PUBG" and other FPS games basically revolve around one point.

That highlights a kind of personal heroism in the game.

Players with strong marksmanship can do 1V5 in certain endgame situations. If they gain an advantage in the early stage, they can snowball and lead their teammates to victory.

These are the characteristics of this type of game.

But the gameplay of "Dead by Daylight" is actually the same as that of "Overwatch" to a certain extent.

Especially "Dead by Daylight" itself is an asymmetric game.

The so-called balance is more of a balance of external factors, such as the matching mode of the game.

And from within the game, we want to truly achieve balance.

For a game like "Dead by Daylight", it can be said to be simply impossible.

Because of its asymmetrical game mechanism, it is inherently unbalanced.

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