Almighty Game Designer

Chapter 723: The Degree of Authenticity Has Risen by 1 Grade

In the game industry, there are also many designers who are discussing how the so-called "CG-like game reality" is achieved.

Especially some S-level designers, they are very familiar with the performance of the current VR game cabin, so they are also very clear about the concept of raising the current game screen to a higher level.

There are already some highly realistic masterpieces on the market, especially those from major European and American manufacturers. They have basically tapped into the performance of the VR game cabin. If the technology has not exploded, why should Chen Mo use existing games? The level of the picture has been improved by another level?

"Does it feel like a lot of gimmicks? Or is Chen Mo cutting corners elsewhere?"

"What's so complicated about this, it's actually very simple, just focus on performance. Divide the game process into many miniature levels, and use the full performance of the game cabin each time to show only one small level, then the art quality will definitely go up. "

"That means... Every time you enter a small level, it is loaded again? What is it called 'Uncharted Sea', it's called 'Reading Sea'..."

"Look, this is what you don't understand, this is a gimmick, this is differentiation! You are still doing it in a serious manner according to the previous method, can you achieve this effect?"

Many designers have roughly guessed Chen Mo's approach, which is nothing more than focusing on performance and making small levels!

Obviously, under the current limited technical level, this is the only way to improve the picture level.

In the parallel world, the game is transferred from the TV screen to the game cabin, and the details that need to be displayed have also increased geometrically. Therefore, although technology has advanced, it is still relatively laborious to build a large enough world in the VR world.

Moreover, open-world games are more popular among major European and American manufacturers. Many players feel that the bigger the world and the richer the content, the more fun the game will be.

The traditional "one road to the black" (one road) game has become increasingly unpopular due to the relatively simple game experience.

Players prefer to explore freely without restrictions, or at least make them feel like they are exploring freely.

The bigger the game world is, the more the performance of the VR game cabin will be consumed in operation. Therefore, even the open-ended games of major European and American manufacturers have excellent picture performance.

Many designers speculated that Chen Mo must have completely deviated from the design concept of the open world. In the way of splitting the player's game experience, he took the slant to improve the picture quality to the extreme level.

In this regard, many designers still disagree. After all, things like progress bars look disgusting to players, but for designers, it is something that they do everything they can to avoid.

Chen Mo's doing this is considered to be reversing. Can he really win the favor of the players?

...

...

At this time, Chen Mo... was looking in the mirror.

But not in the mirror in reality, but in the game.

At this time, he was Nathan Drake, looking at the mirror in the bathroom, automatically posing various poses according to the system settings.

Nathan Drake's family scene has all been completed, and there will be a more important episode of him and Elena here.

In the mirror is Nathan Drake's face, and the degree of fidelity is very high. Chen Mo has an illusion, as if he can see the pores on his face clearly.

Of course, those aren't real pores, just a bit of a higher-end skin texture that makes the characters in the game look more like real people.

He wanted to scratch his hair because it really looked like real hair.

Including the sweater on Nathan's body, there is even an uncontrollable urge to knead.

In fact, in terms of art level, it is not too difficult to make a game screen of this level, but the performance consumed in the real game is extremely terrifying.

Of course, no matter how real all this looks, it can still be clearly distinguished that this is a game. After all, players cannot make any actions at will.

Only operate within the constraints of the game mechanics.

Chen Mo came to the sofa and lay on it.

The surface of the sofa was pressed down slightly. After the performance of the Pangu engine, the feeling of depression was very real, which made Chen Mo very satisfied.

Before coming to the refrigerator, Chen Mo opened the refrigerator and took out a can of drinks.

While walking around the room, drinking a drink.

When passing the trash can, Nathan Drake threw the drink into the trash can.

This action is automatically triggered by the system, and there are many details like this in the game.

Including the habitual movements of the characters, the postures of walking, sitting and lying are all exactly the same as Nathan Drake.

In the game, the player is "playing" Nathan, so all habits and actions are based on Nathan.

Chen Mo hopes that these very detailed actions can allow players to better bring into Nathan Drake's life, observe everything around him from his perspective and habits, and subtly generate a sense of substitution.

Sitting down in front of the TV, Chen Mo controlled Nathan Drake to pick up the handle in front of him.

In the original work, Nathan picked up the PS1 controller and played a few "Crash Bandicoots" on it, but in the version developed by Chen Mo, it was replaced by Stich.

Although this feeling is a bit contradictory to Chen Mo, the merger of Sony and Nintendo may not happen until the end of the world.

But for the players in this world, it is a knowing smile, after all, this is the thing of Lei Ting Mutual Entertainment.

It's like an advertisement for stich.

Chen Mo got up from the sofa and went to the attic of his residence.

Here are some collectibles from the first three Uncharted series, all collected by Nathan Drake over adventure after adventure.

If players have played the previous "Uncharted" games, these collectibles are some emotional elements that will make old players smile.

But players in the parallel world haven't played the previous works, but it doesn't matter, just leave it as a suspense. When the first three DLCs are released in the future, this will be one of the motivations for players to continue to buy and buy.

Chen Mo took a skeleton and played with it.

In the game, players can use Nathan's hands to carefully observe many things, including souvenirs and some notes, etc., and can reverse at will to view any position of the souvenirs.

There was a very slight touch in his hand, as if he was actually pinching something.

This tactile sensation is also carefully adjusted by Chen Mo's special personnel. Depending on the object being held, there are subtle differences in the part of the hand where the tactile sensation comes from, giving the player a more realistic feeling.

Chen Mo walked around the room twice, checked all the details, and then exited the game cabin.

"How is it, store manager?" Qian Kun asked excitedly.

Obviously, the level of the game he has made now makes him feel very amazing.

Chen Mo nodded: "That's right, let's continue to work on it, there are still many scenes that are not completed enough, hurry up."

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