MTL - Almighty Game Designer (Almighty Video Game Designer)-Chapter 1156 How should a novice designer make a game?

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"This ending... what a ghost"

Lin Xue was shocked. She thought that after so many years of torture, the actor finally came out from the shadow of his wife's death. The result turned out to be suicide?

This ending is too sullen, the protagonist has only two roads, or is it indulged in the nightmare of his wife's death, or is it suicide?

Lin Xue feels that the whole person is not good. After playing this game, I just want to direct the pigeons. Go out and listen to a cross talk to ease it...

......

Many of the contestants who participated in the design competition bought the game for the first time. They are quite curious. What is the “better idea of ​​limiting the horizon” that Chen Mo said?

Then when they played this game, they suddenly realized that, the so-called "restricted vision" does not have to use traditional visual restrictions, you can use other expressions!

The traditional visual limitations have already been dug up almost all the time, and there are several kinds of back and forth, and the players are also somewhat aesthetically tired.

For example, limit the range of views that the player sees through darkness, create unexpected dangers through narrow spaces or open doors, and so on.

And around these visual restrictions, through some special "disarming means", you can create a horrible experience for players.

For example, the dark scenes and night vision cameras in Escape are a very classic approach, and until now they have been learned by many designers of horror games.

However, "Suffocation" is a unique way to create a horror game that has been relatively solidified. This is a complete creative victory.

Is the game "Suffocation" difficult to do?

These designers have discovered that it is not difficult to do at all.

The horror game is actually a type of game that tests art very much. The more realistic the scenes are, the stronger the horror atmosphere created for the players.

In order to give these designers a fair competitive environment, Chen Mo also specially opened the Thunder game's art material library for them, and all high-precision horror game art materials can be used at will.

Without these art materials, the horror games that these designers have made must be very spicy, and even some of the better ideas are completely unrecognizable.

Brain fill, if the art scenes in "Escape" are all very simple, the monsters are stiff and the maps are simple, how much can be left in the horror atmosphere...

However, "Suffocation" is a game that basically does not rely on art materials. All the horrible levels are displayed with simple lines. It is the most horrible game in history.

These designers know that for the designer of Chen Mo, he has almost unlimited resources, and naturally he can use a top-notch art material to create a high-quality game.

But for the designers who just entered the market? How to make a quality and innovative game with as much resources as possible, but it is too difficult.

Chen Mo did not use the game "Suffocation" to show off his skills. Instead of making it so fancy, he told all the novice designers how to design the game according to their own situation with the least resources and the latest ideas. .

Many people feel it when playing this game. Does the game seem to give a completely different horror game experience?

Although it can't be said that it is different, it does have a very obvious difference with other horror games.

I have a good understanding of it, these talents suddenly realized.

Because of the sound of this game.

In other horror games, the sound is only used to set off the atmosphere.

For example, in Escape, different scenes have different sound effects.

In a quiet scene, the player can clearly hear his footsteps, his spirit will be highly tight, and any subtle winds and blows may make him feel a fear;

When chased by monsters, with the intense background sounds and the roar of monsters, the player can clearly hear his rapid breathing and heartbeat, which will make his adrenaline surge and feel the ultimate fear.

However, "Suffocation" has a unique approach, and the voice used to set off the horror atmosphere has become a means for players to understand the surrounding environment, which is equivalent to the combination of vision and hearing.

Players are faced with a choice every moment: no sound, no need to make a sound, they will be drowned in the dark, unable to walk; sounds to explore the road, contrary to human self-protection instinct, and may lead to darkness The monster in it.

This unique visual restriction makes "Suffocation" a series of unique gameplay. It is no longer a simple parkour, but a fusion of mystery, exploration and parkour, combined with a unique art style. Players offer another completely different horror gaming experience.

Moreover, this game fits perfectly with the features of the next generation vr.

Players can make any sound in the game, whether it is speaking, coughing or hitting the wall, they will make a corresponding sound, and these sounds can be used to explore the road.

In this way, the player's immersion is further enhanced. He can even see the size of his voice affecting the scope of the sound path. Every time you make a sound, you should carefully consider it and be careful. Unlike other horror games, just 憋You can't live without it.

Of course, if someone asks, is "Suffocation" a horror game that goes beyond the classics?

Obviously not.

In the horror game made by Chen Mo, "Suffocation" is obviously the simplest and most intimidating one. It is not comparable to the games "Escape" and "Silent Ridge".

But Chen Mo made this game, mainly to show all the novice designers the infinite possibilities of game production.

Novice designers are limited by various resources, and must not make good games?

Of course not.

Use existing resources, tap your own brains and ideas, try to avoid weaknesses and do your best to make your work the best. This is what a designer should do.

Or what is a good designer?

Instead of playing a good hand, you will have a bad hand.

Excellent designers can make up for all the deficiencies with great ideas and create works that transcend the times. This is the most attractive place in the game design industry.

These participating designers have expressed their feelings that Daxie is really a big brother. We can’t beat martial arts.

This feeling is like some fantasy. Daxie said, "I suppress the realm to fight with you." After the result, I found that it was still crushed!

"What to do, I feel that I can't reach the height of Serent in my life... Hey."

Some participating designers feel that they have never doubted life like today...