Almighty Game Designer Chapter 723: The degree of authenticity increased by 1 level
In the game industry, there are also many designers who are discussing how the so-called "CG general game scene" is achieved.
Especially some S-level designers, they are very familiar with the performance of the current VR game cabin, so they are also very clear about the concept of upgrading the current game screen to a new level.
There are already some highly realistic masterpieces on the market, especially the works of major European and American manufacturers. Basically, the performance of the VR game cabin has been fully explored. Without an explosion in technology, what can Chen Mo do? The screen level of existing games is raised to a new level?
"Is it a lot of gimmicks? Or Chen Mo cut corners elsewhere?"
"What’s so complicated about this, it’s actually very simple. It’s focused on performance. The game process is divided into many miniature levels. Every time the entire performance of the game cabin is called to show only one level, the art quality must be Go up."
"That means... every time you enter a small level, load it again? What is it called ‘Uncharted Sea’, it’s called ‘Reading the Sea’..."
"Look, this is what you don't understand, this is a gimmick, this is differentiation! You still follow the previous method seriously, can you achieve this effect?"
Many designers have roughly guessed what Chen Mo did. It's nothing more than focusing on performance to make small levels!
Obviously, given the limited current technology level, this is the only way to improve the picture level.
In the parallel world, the game is transferred from the TV screen to the game cabin, and the details that need to be displayed are also geometrically improved. Therefore, although technology has progressed, it is still more laborious to build a large enough world in the VR world.
Furthermore, open world games are more popular among major European and American manufacturers. Many players feel that the bigger the world and the richer the content, the more fun the game will be.
The traditional "one way to the dark" (one way) game has become less and less popular due to the relatively single game experience.
Players prefer to explore freely without restrictions, or at least make them feel like they are exploring freely.
The larger the game world, the more performance of the VR game cabin will be consumed in operation. Therefore, even the open games of major European and American manufacturers have the ultimate screen performance.
Many designers speculate that Chen Mo must have completely deviated from the design concept of the open world. By splitting the player's game experience, he has improved the picture quality to the extreme level.
In this regard, many designers still disagree. After all, things like progress bars are disgusting for players, but for designers, it is something to avoid by all means.
By doing this, Chen Mo can be regarded as reversing, can he really win the favor of players?
……
……
Chen Mo is now... looking in the mirror.
But not in the mirror in reality, but in the game.
At this time, he is Nathan Drake, looking at the mirror in the bathroom, automatically posing various poses according to the system settings.
Nathan Drake's family scene has been completed, and there will be a more important plot between him and Elena.
In the mirror is Nathan Drake's face, and the degree of realism is very high. Chen Mo has an illusion that even the pores on his face can be seen clearly.
Of course, those are not real pores, but just a kind of higher-end skin texture, a little trick to make the characters in the game more like real people.
He wanted to scratch his hair, because those hairs really looked like real hair.
Including the sweater Nathan wore, it even made people feel an urge to knead.
Actually, in terms of art level, it is not too difficult to make this level of game graphics, but the performance consumed in real games is extremely scary.
Of course, no matter how real all this looks, it can still be clearly distinguished that this is a game. After all, players can't make any actions they want, and can only operate within the limits of the game mechanism.
Chen Mo came to the sofa and lay half on it.
The surface of the sofa was slightly collapsed under pressure. After the performance of the Pangu engine, the feeling of depression was very real, which made Chen Mo very satisfied.
Before coming to the refrigerator, Chen Mo opened the refrigerator and took out a can of drink from it.
Wandering around the room while drinking a drink.
As we passed the trash can, Nathan Drake threw the drink into the trash can.
This action is automatically triggered by the system. There are many details like this in the game.
Including the characters' habitual movements, walking, sitting and lying postures, all of them are exactly the same as Nathan Drake.
In the game, the player is "playing" Nathan, so all habits and actions are based on Nathan.
Chen Mo hopes that these very detailed actions will allow players to better bring into Nathan Drake's life, observe everything around him with his perspective and habits, and subtly produce a sense of substitution.
Sitting down in front of the TV, Chen Mo controlled Nathan Drake and picked up the handle in front of him.
In the original game, Nathan picked up the PS1 controller and played several games of "Crash and Crash" on it. In the version developed by Chen Mo, it was replaced by Stich.
Although this feeling is a bit contrary to Chen Mo~IndoMTL.com~ The combination of Sony and Nintendo may not happen until the end of the world.
But for the players in this world, it is a knowing smile. After all, this is all things for thunder.
Just think of it as an advertisement for Stich.
Chen Mo got up from the sofa and came to the attic of his residence.
Here are some of the first three collections of the "Uncharted" series, which were collected by Nathan Drake during his adventures.
If players have played the previous titles of Uncharted, these collectibles are some sentimental elements that will make old players smile.
But the players in the parallel world have not played the first few works, but it does not matter, just leave it as a suspense. When the first three DLCs are released in the future, this will be the motivation for the players to continue to buy, buy and buy one.
Chen Mo grabbed a skull and played with it in his hand.
In the game, the player can use Nathan's hand to observe many things in detail, including memorabilia and some notes, etc., and can invert at will according to their own will to view any position of the memorabilia.
There is a very slight touch from the hand, as if you are really holding something.
This kind of touch is also carefully adjusted by Chen Mo arranged by a special person. Depending on the object held, the parts of the hand that send the touch are also slightly different, giving the player a more real feeling.
Chen Mo went around the room two more times and checked all the details before exiting the game cabin.
"How about it, store manager?" Qian Kun asked excitedly.
Obviously, the level of the game now made makes him feel very amazing.
Chen Mo nodded: "Yes, continue to shop, there are still many scenes that are not completed enough, hurry up."
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