Chapter 719: Extreme Game Details (Second Update)
Qian Kun suddenly realized: "I see! If you apply all the performance of the entire VR game pod to a single level, it can indeed take the current game screen to a higher level! The effect of this is likely to be much better than the works of some large European and American manufacturers! ”
Chen Mo corrected: "This classmate, please pay attention to your wording, for us now, the European and American factories are no longer unattainable, and there is nothing wrong with Thunder Mutual Entertainment being called Huaxia Factory." ”
Qian Kun: "Awesome. ”
Chen Mo continued: "Therefore, Uncharted should give players a sense of immersion, all the UI in the game can be saved, and I hope that every frame in the game can be taken as a screenshot." In addition, the entire picture effect, including materials, light and shadow, water surface, and action, must be at the highest level in the industry. By the way, the actors whose movements and expressions are collected should also be the best. ”
"If I'm not satisfied with the results of facial expression collection, then I'll adjust it myself."
"Also, in terms of physics, the Pangu engine is really powerful, even omnipotent, but we still have a lot of work. For Uncharted to be a true cinematic game, it's all about the details. ”
"Details are the most important element of realism. Here are some of the details that I hope you on the art team will keep in mind, and I'd like to see them all reproduced in the game. ”
"Light can shine through the pinna of the character's ear."
"When the protagonist holds the rope of the winch, it automatically changes hands according to the position of the rope."
"When you get on and off the bus in any direction, you will have different movements."
"Rock climbing, diving, swimming, all movements must be professional enough, and the mouth must be bulging when holding your breath underwater."
"When a character is close to a wall, they naturally touch the wall, rather than hitting it upright."
"Character dialogue adds transitions, and when interrupted, it will naturally pick up on the previous topic."
"When you crawl over your partner, you have different movements and reactions."
"There are tons of special events, like driving to the bottom of the waterfall, with special character movements and dialogues."
"The character's phone has a full UI."
"When the windshield of a jeep is shattered by a bullet, the character will remove the windshield himself."
……
Chen Mo introduced all kinds of introductions, and the others were shocked.
These details...... That's too much, right?
Of course, with the power of the Pangu engine, there is no doubt that these details can be done, but after all, it still needs to be done by manpower!
A single detail is nothing, but when the entire game world is filled with all kinds of similar details, the realism of the game world will instantly rise by several notches!
Coupled with the fact that there is no loading throughout the whole process and the most extreme game cabin performance in every level, you can imagine how real this game will be when it is made!
Obviously, Chen Mo's "cinematic game" is not just talking, he has a very complete set of concepts and methods.
No matter how technology advances, game design will always be limited by the performance of the game console, and for designers, how to better use limited functions to present more exciting effects is also an art worth studying.
Even in parallel worlds, in the age of VR games, it is now impossible to create a rambling game world without limits.
And what Chen Mo is going to do now in "Uncharted" is to maximize the performance of the VR game cabin as much as possible.
For Chen Mo, this is an inevitable step, and it can be regarded as an attempt at a type of game.
After the design concept draft, everyone felt a little excited.
"Awesome! I feel that according to the store manager's plan, it seems that I can really make a game that is exquisite to the cinematic level? ”
"Complete real-time calculations, every frame can be taken directly to take a screenshot?"
"By the way, what about the script, store manager?"
Chen Mo smiled: "The script is not in a hurry, now let's start making art resources first." I'll write out the outline of the whole script process when I get back, okay, let's get busy. ”
……
For the Uncharted series, each one has its own uniqueness.
Uncharted 1 is the first work in the series, making the Uncharted series a high-quality series.
Uncharted 2 has made a leap forward in all aspects, and has won 100 Game of the Year awards, which is regarded by many players as the pinnacle of the Uncharted series.
Uncharted 3 received a perfect score of 10 from IGN.
"Uncharted 4", as the final work of the series, although it did not win the Game of the Year, but in terms of plot, it made a perfect ending for the entire Uncharted series.
Chen Mo still has the same production idea as before, first doing "Uncharted 4", and the plots of the first three parts will be released in the form of DLC, and finally make the "Uncharted" series a big collection.
If it is only a longitudinal comparison of the series of works, "Uncharted 4" is undoubtedly the highest in terms of overall quality, but it is indeed not as significant as "Uncharted 2" in terms of gameplay innovation, so it affects its rating to some extent.
What's more, Chen Mo can't count 2, and it is absolutely impossible to release a sequel.
……
"Uncharted" soon entered the intensive development stage, and as a VR game, it is also different from Chen Mo's console platform games in his previous life.
The main difference is that it comes from a sense of substitution.
In Chen Mo's previous life, limited by the console platform, the game used a third-person following perspective (over-the-shoulder perspective), although the immersion was already a first-class level in the same game, but there was still a big gap compared with VR games.
After being ported to the VR platform, the perspective will change to a first-person perspective, and the player's sense of substitution will be stronger.
In addition, the force feedback system in the VR game pod is far more complex than that of the host computer.
When the player jumps high and grabs the edge of the wall, there is a clear vibration in the hand; When you are shot by a bullet or fall to the ground due to an explosion, there will also be a slight pain effect in the corresponding area; In addition, effects such as vehicle vibration and explosives splashing can all be made more realistic.
When players play the game, it is like a soul penetrating into Nathan Drake's body, experiencing the thrill of rock climbing, drag racing, and gunfights.
Although the VR game technology in this world has not yet reached the level of absolute realism in many places, it is foreseeable that the advent of "Uncharted" will bring the VR game presentation of this world to a higher level!