Chapter 1193: Sense of Oppression and Psychological Suggestion
Yang Chen and Wang Yaliang looked at an environment in the game through VR equipment.
In one word, it's eerie.
Although the art of the entire game, including one of the player's shot designs in the game, was built from scratch by them as they watched.
But there are some things that the atmosphere is coming, and you still have to be afraid.
There aren't a lot of things in the game that have been developed so far.
It's mainly based on a gameplay mode of "Dead by Daylight", a small test scene built up.
Including in Yang Chen's plan, players can basically find a point of interconnection in games such as "Resident Evil", "Escape" and "Silent Hill".
This includes the construction of a branch of the game section, which is also a little easter egg for players.
Yang Chen believes that players should feel some surprises at that time.
"If it's a single player, I don't think there will be many players who will play." Wang Yaliang next to him spoke out in the game.
At the same time, the game character she manipulated turned around twice in place, jumping and squatting along the way.
It's clear that this is an attempt to perform an in-game operation.
Yang Chen also nodded lightly: "It's normal, and because of the multiplayer mode, the sudden fright in the game is actually not much, but more of an atmosphere of depression and trembling." ”
Yang Chen also explained.
The horror game of this gameplay mode is actually a little different from "Escape", "Silent Hill" and even "Resident Evil".
Although they are all horror games, they are all aimed at bringing thrilling thrills to the player.
However, multiplayer and single-player have a different focus in the game.
In these games, which are mainly single-player mode, in order to give players a sense of fright, some door kills are usually arranged.
For example, in "Escape", a mentally ill person in a wheelchair suddenly grabs your hand.
The corpse hanging there in Resident Evil suddenly turns to look at you, or when you walk around a corner, a zombie hits you in the face.
"Silent Hill" appears at any time to pull you into the inner world.
These are all sudden shocks that fall under your breath.
It's like when you're walking down the night road and suddenly someone behind you taps you on the shoulder and screams.
So even if this method is clear, the player's sense of shock is greatly reduced.
Interspersing such a scare effect in the game will obviously be simpler and more straightforward.
And because it's a single-player game, a single-threaded storyline.
It is destined that more than eighty percent or even more players will not play repeatedly.
Including movies, TV series, and other horror film and television carriers, this method is also customary.
But Dead by Daylight is a multiplayer game, and it obviously doesn't make sense to use this method directly.
On the contrary, it will produce a kind of persuasion, a kind of habitual counter-effect.
So in "Dead by Daylight", more subtle horror is used.
A sense of oppression.
is like the sound of tyrant leather shoes in the police station in "Resident Evil", who doesn't know when he will catch up.
There is also the nervousness of seeing a monster for the first time in "Escape" and hiding in the closet for fear of being found.
and the psychological hints that constantly arise in the circular corridor of "Silent Hill".
This kind of incomprehensible, but like a mountain pressing on the player's heart, is the point that Yang Chen attaches the most importance to in "Dead by Daylight".
And with the VR platform mode, a game material screen that looks like a real illusion can make players feel this feeling.
Finally, with specific sound effects, it is enough to make players feel the horror of the game.
At the same time, the most critical point is that the game is in the design of Yang Chen and his team.
The sound, as well as the in-game map, is not set in stone.
Maps, sound effects, will be updated for a while.
And it doesn't take much effort, there are enough materials in the current Nebula game art library.
The main thing is to create an atmosphere for players in a game.
However, this is not a topic that Yang Chen 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, together." Glancing at the gloomy environment around him, Wang Yaliang said decisively.
The game plays as a butcher in first person, but it is also possible to switch to third person.
This is a little different from the dream memory.
However, there are some limitations.
That is, the butcher switches to the third person, and the line of sight in the game will only focus on the front, and the two sides, including the one behind him, will be shrouded by a presence like the fog of war.
In the case of survivors, it will not be like this.
The main thing is also to maintain a freshness of the game itself, with one of its main features.
Of course, this setting is also a double-edged sword, that is, it will affect the player's information collection of the game situation in the game.
"Dead by Daylight" is essentially an information-gathering game in terms of gameplay mode.
Whether it's a butcher or a survivor, the strategy is to gather information about the map and then fight it in the game.
And 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 aspect of teamwork, but on highlighting other elements of the game.
Why Overwatch is a mess when it revolves around competitive gameplay.
Because there will always be someone who will make the player feel a sense of powerlessness, which is also inevitable in teamwork games.
DOTA, League of Legends, including PUBG, and the rest of the FPS games basically revolve around a single point.
It's about highlighting a kind of individual heroism in the game.
Players with strong marksmanship can 1v5 in a certain endgame situation, and if they have an advantage in the early stage, they can snowball and lead their teammates to victory.
These are the features of this type of game.
But the gameplay of "Dead by Daylight" is actually the same as "Overwatch" to some extent.
In particular, Dead by Daylight itself is an asymmetrical game.
The so-called balance is more of a balance of external factors, such as from the game's matchmaking pattern.
And from the inside of the game, I want to really achieve balance.
For a game like Dead by Daylight, it's simply impossible.
Because of its asymmetrical game mechanics, it is inherently unbalanced.