Chapter 1191: The setting of the fear level brings the player double happiness
As for how to grasp a scare value for the player in the game, this is quite important for horror games.
It can even be said to be the key to determining whether a horror game can be commercialized.
If horror games aren't scary enough, they're basically selling dog meat with a sheep's head.
You're not scary, what kind of horror game are you called.
But if it's too terrifying, it's an extreme.
You're so scary, how dare I play.
Players are just that unreasonable sometimes.
This point was clearly understood by Yang Chen when he made "Escape".
That's why there is an act of reducing the sense of horror in the later "Resident Evil".
But these factors are experienced in single-player mode.
Walking alone on a dark and silent path is completely different from a group of people walking on a dark and silent path.
In Dead by Daylight, players experience a multiplayer mode.
Some settings that can scare the player into peeing in single-player mode are in multiplayer mode.
Especially in the multiplayer mode of the VR platform, it is actually not so easy to use.
Of course, Yang Chen's purpose is to find a balance between the two, so that players can feel the thrill in the game, but not so scared that they dare not play the game.
For example, from the perspective of horror gameplay, in "Dead by Daylight", Yang Chen can completely create this terrifying feeling from the game mechanism.
One of the most straightforward points is to allow players to directly cancel the voice settings in the game when they are separated from other players to carry out tasks, leaving players in a state of isolation.
Switch the game directly from a multiplayer experience to a single-player experience in an instant.
This will definitely make the player feel a more terrifying atmosphere.
Of course, there will be a similar gameplay in the game, but it will definitely not be so excessive.
After all, horror games are only designed to make players feel thrilling and thrilling, not really to scare players out of the way.
Including the content of the game details, in fact, there are many things that Yang Chen is not ready to add to the game.
Especially when it comes to a bloody picture, Yang Chen is not too prepared for this piece.
Although Yang Chen clearly understands that this is an adult-level game, he should still maintain a certain degree of restraint.
For example, in the dream memory of "Dead by Daylight", the butcher carried out some special processing after catching a human, resulting in a particularly bloody picture of the game.
And this kind of gore brings players to a greater extent a physiological fear and discomfort.
In addition, the horror brought by this visual effect is actually quite troublesome.
For example, the game "Dead by Daylight" in the dream memory was banned in some countries because it was too bloody.
Of course, there are some more conspiracy theories, such as the reason for the ban, mainly because of the introduction of a doctor butcher who can use electricity in the game.
However, in Yang Chen's opinion, it is more because of the bloody picture.
Otherwise, if it is for this reason, then "The Secret Story of Fence Village", which also directly adapted the events into a game, should be easier to be shot down as a bird.
Therefore, Yang Chen also pays more attention to the game, which brings players a subtle sense of fear in their psychology.
Instead of going through enough plasma and human heads, the player is physically terrifying.
Of course, this is not to say that there are no special elements at all, but the content of this part should not be the main point.
The most intuitive point is that Yang Chen hopes that players can feel the thrilling sense of oppression in the game, as well as the feeling of the aftermath of the catastrophe after escaping.
It's like jumping down, a feeling of breaking some shackles in my heart.
In the map of the game and the characters, Yang Chen did not plan to follow the original "Dead by Daylight" mode.
Because there's no need for that.
More Yang Chen wants to bring players a more sentimental map.
For example, in "Resident Evil", Leon and Ada first met in the underground garage of the police station.
The psychiatric hospital that the reporter went to in "Escape".
The eerie school in Silent Hill.
Even the primeval jungle where the Zerg was encountered in "Halo".
and the village of Yanan in "Bloodborne".
The sick village in Dark Souls.
Yang Chen believes that compared with some unfamiliar map scenes, these familiar scenes will definitely be able to arouse the feelings of players.
Seeing this familiar map, players can recall the incomparable joy they felt in the games produced by Nebula Games.
At this time, the two kinds of happiness add up, and that is double happiness.
There are also the butchers in the game, the tyrant and licker in "Resident Evil", the fat man and doctor in "Escape", and the triangle head and nurse in "Silent Hill".
These are all classic characters that players were impressed by at the beginning.
……………………
After completing a preliminary design draft, Yang Chen, Lin Jiayi, Wang Yaliang held a meeting with Wang Ye and Chen Shu.
"Peek-a-boo?"
Looking at the design manuscript, Lin Jiayi became a little interested.
Hearing Lin Jiayi's words, Yang Chen also smiled and nodded lightly: "It can be understood like this." ”
The gameplay mode of Dead by Daylight is actually not very complicated.
Aside from the asymmetrical setting, it is essentially a hide-and-seek-and-seek-and-seek-like gameplay.
The game is set in a mysterious space where a group of people who have died in an accident in reality have arrived in a mysterious space.
And in this space, every once in a while, they will enter a specific place to complete a survival challenge.
They will encounter monsters from various horror worlds, in which they are named Butchers.
Butchers who hunt survivors.
The game takes on the mode of 1 butcher, 4 survivors.
At the same time, according to different maps, a balanced treatment is also considered in the future.
Of course, a balance of gameplay, this part of the content needs to be actually tested in the game.
Because the mode itself is switched to the brain-computer interface, compared to the dream memory, there are many points that can be added to the characteristics in the game.
And for the dream memory of "Dead at Dawn", using a small scene can create a situation where the butcher looks at the human, the human looks at the butcher, and the two people are separated by a wall, and then stares at each other with big eyes.
Yang Chen wanted to make the game not have such a dramatic performance.
For example, you want to stare at you wide-eyed, and then you find that the butcher jumps over the wall and rushes in front of you and kills you.
Of course, how to control the balance between the butcher and the survivor camp in this way also needs to be dealt with.