Chapter 1190: We're Not Devils Either
Of course, there are good and bad points in this focus, and on the bright side, for Dead by Daylight, it has indeed become a big dark horse.
As a horror game, Dream Memory has sold nearly 8 million copies on all platforms worldwide.
If it weren't for the battle royale PUBG, Dead by Daylight would have been the most phenomenal multiplayer game of the year.
And the bad point is that "Dead by Daylight" itself does not have a perfect balance of this piece, so after the experience of a terrifying and tense atmosphere in the early stage, players have a habit of various maps and the butcher in the game.
Then the flaws hidden behind it like "Evolution" will be exposed.
When the player is familiar with the interaction that the map can do and learn some skills, the weakness of the butcher side and the strength of the humans are highlighted.
The human player reached the advanced level and learned the corresponding skills, and some of the coordination disappeared.
Stuck in the terrain with the help of skills to flow, and the butcher can only be walked in various ways.
Because the core point of "Dead by Daylight" itself is to make players feel the atmosphere of horror.
Become a victim who is haunted by the eternal scare, screaming and screaming, and every decision is made with the fear that the end is coming.
The side that plays the butcher can enjoy the cat-and-mouse thrill, and maximize the substitution into a life-and-death role.
So players will also feel the horror of the content in the game.
You'll find this game very appetizing.
But when players are accustomed to the horror atmosphere of the game, they can even joke that this game is a mode of the farmer and the four thieves who steal their wits and courage.
Unless you're a gamer who likes this kind of cat-and-mouse gameplay, most gamers will have an idea of how the game environment suddenly became so bad.
Because at this time, the player's focus has changed from the atmosphere experience brought by the game to the experience of winning and losing.
But in any case, for horror games, this kind of cat-and-mouse asymmetrical game can indeed be said to be a new way.
At the same time, in Yang Chen's view, in fact, some new models can be tried in "Dead by Daylight".
For example, Winter Project and Among Us are more simplified werewolf games.
In horror mode, players can hide in the player community as a ghost.
It is also a unique experience with VR mode and brain-computer interface.
Some of the problems related to balance can also be partially addressed.
It also allows players to be more immersed in a terrifying atmosphere of the game.
Of course, there are still many things that need to be dealt with in the game.
One of the most straightforward points is the bloody picture.
Like GHS in the game, Yang Chen has always believed that these can be some flavorings in the game, but they should not be a major selling point.
Just like in "The Witcher: Wild Hunt", Geralt plays some indescribable mini-games with Yennefer and Triss.
This is to create an immediate feeling for the player.
Because in the game, Geralt will do some very dangerous things for Yennefer and Triss.
This is because Yennefer and Triss are quite important people to Geralt.
And how do you show this in the game's story?
In addition to a plot text representation of the game itself, this relationship is obviously also a way.
The same goes for gore.
Certain locations are bloody, creating a sense of fear for the player.
But this fear is actually more of a physiological fear.
Most Western-style fears are basically plasma-based.
But the most frightening thing is not the bloody picture, but the eerie atmosphere.
For example, "Silent Hill", "Escape" and the leather shoes of the tyrant's uncle in "Resident Evil" are all generated by this psychological fear.
On a gloomy night, I was watching under the covers at three o'clock with my mobile phone.
The screen of the mobile phone dimmed inexplicably, and at the same time, the power of the entire community also stopped.
Outside the house, there was a sudden storm, and the raindrops smashed on the windows.
At this moment, your closed door creaks open, accompanied by a rush of vague footsteps.
Suspicious, this kind of psychological birth of fear is the most frightening.
In the operation of VR mode and brain-computer interface, this terrifying atmosphere can be rendered to the greatest extent.
Of course, if these two are added together, it is 1+1=3 happiness.
It's still the scene above.
When the seemingly nonexistent footsteps stopped beside your bed, you in the bed had a trace of fear and curiosity.
When you secretly lift the quilt and get ready to sneak a peek.
A flash of lightning outside the window illuminates the room, and you find a pale and bloodstained face, smiling strangely at you, and a grim voice rings in your ears: I have finally found you.
This is the so-called happiness of 1+1=3.
Of course, in the actual game experience, Yang Chen was not prepared to really do this.
After all, he wants players to feel the thrill of that horror game, not really trying to scare the players out of the way.
"Probably these elements, we're not some devils." Following Lin Jiayi, Yang Chen recounted the feeling he wanted in the multiplayer mode, and Yang Chen smiled after the words fell.
"The background in the game has been changed a bit, the tyrant, the nurse sister, the triangle head, and the director of the mental hospital, and it can also be linked with some classic horror movies and characters in the comics, and the licensing of these IP characters is basically not too expensive."
Yang Chen then discussed with Lin Jiayi a direction for the production of the multiplayer mode of the horror game.
"The maps in the game are basically ready-made, and many maps in "Resident Evil", "Escape" and "Silent Hill" can be moved, including the scenes in various classic horror movies, which are all ready-made, mainly a balance between asymmetrical gameplay." Yang Chen looked at Lin Jiayi and said about some of the key points in "Dead by Daylight".
In addition, including a mode of werewolf killing, in Yang Chen's opinion, it is also more suitable to join it.
Adding some party attributes to it can also alleviate the fear of some players.
Horror multiplayer, especially on VR platforms, is important.
Why do many people watch horror movies in groups, even if they don't go to the cinema?
It's because there is a living person next to him who can chatter and lower some of his fears when he is afraid.
This is part of the success of Dead by Daylight.
Pursue the thrill of horror, but one is afraid.
Players are just that, sophisticated.
And the multiplayer mode is designed to meet this part of the player's needs.
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