Chapter 1156 How should a novice designer make games
"This ending...what the hell"
Lin Xue was shocked. She thought that after so many years of torture, the male protagonist finally came out of the shadow of his wife's death, and she turned out to commit suicide??
This ending is too depressing. The protagonist only has two ways, either indulge in the nightmare of his wife's death and never wake up, or commits suicide?
Lin Xue felt that she was in a bad mood. After playing this game, she wanted to go out and listen to crosstalk to relieve herself...
...
Many contestants who participated in the design competition have purchased this game as soon as possible. They are quite curious about what Chen Mo said about "better idea to limit vision"?
Then when they played this game, they suddenly realized that yes, the so-called "limiting vision" does not necessarily require traditional visual restrictions, but other expression methods can be used!
The traditional visual limitations have actually been almost fully explored, and there are only a few back and forth, and the players are also a little aesthetically exhausted.
For example: limit the range of vision that players see through darkness, create unexpected dangers through narrow spaces or door-opening kills, etc.
Focusing on these visual restrictions, through some special "means to lift visual restrictions", we can create a terrifying experience for players with tension and relaxation.
For example, the dark scenes and night vision cameras in "Escape" are a very classic approach, and they have been learned by many horror game designers until now.
However, "Suffocation" takes a unique approach in the relatively solidified horror game production method, which is a complete and creative victory.
Is the game "Suffocation" difficult to make?
After playing with these designers, they found that it was not difficult to do at all.
Horror games are actually a type of game that tests art very much. The more realistic the scenes are, the stronger the horror atmosphere created for players.
In order to give these designers a fair competitive environment, Chen Mo also specially opened the Thunder Games 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 made by these designers will definitely be very eye-catching, and even some better ideas cannot be reflected at all.
Let me think about it. If the art scenes in "Escape" are all extremely simple, the monsters have stiff movements and simple stickers, how much more can the horror atmosphere be left...
However, "Suffocation" is a game that basically does not rely on art materials. All horror levels are displayed with simple lines. It is simply the simplest horror game in history.
These designers all know that for designers of Chen Mo's level, he already has almost unlimited resources and can naturally use top art materials to create a high-quality game.
But for designers who have just entered the industry, it is too difficult to make a game with excellent quality and innovative quality while saving resources as much as possible.
Chen Mo did not use the game "Suffocation" to show off his skills, and did not make it so fancy. Instead, he used the least resources and the latest and strange ideas to tell all novice designers how you should design the game according to your own situation.
Many people feel when playing this game, that this game seems to give people a completely different horror game experience?
Although it can't be said to be different, it is indeed very obvious from other horror games.
After experiencing it carefully, these people suddenly realized it.
It's because of the sound of this game.
In other horror games, sound is just used to set off the atmosphere.
For example, in "Escape", different scenes will have different sound effects.
In the quiet scene, the player can clearly hear his footsteps, his spirit will be highly tense, and any subtle movements may make him feel a terrified;
When being chased by monsters, accompanied by intense background sounds and monster howlings, the player can clearly hear his rapid breathing and heartbeat, which will make his adrenaline surge and feel the ultimate fear.
However, "Suffocation" takes a unique approach and makes the sound used to set off a horror atmosphere a means for players to understand the surrounding environment, which is equivalent to combining vision and hearing into one.
Players are facing a choice every moment: if they don’t make a sound and explore the way, they will be drowned in the darkness and will be unable to move forward; if they make a sound and explore the way, they violate the human self-protection instinct and may attract monsters in the dark.
This unique visual limitation gives "Suffocation" a series of unique gameplay. It is no longer a simple parkour, but a combination of puzzles, exploration and parkour, while combining unique art styles to provide players with another completely different horror game experience.
Moreover, this game is perfectly in line with the features of next-generation VR.
Players can make any sound in the game, whether they are speaking, coughing or hitting the wall, and these sounds can be used to explore the way.
In this way, the player's sense of immersion is further enhanced. He can even see that the size of his voice affects the range of sound wave exploration. He must carefully consider every time he makes a sound, and be careful. Unlike other horror games, he can just hold it in and make a sound.
Of course, if someone asks, is "Suffocation" a horror game beyond classics?
Obviously not.
Among the horror games made by Chen Mo, "Suffocation" is obviously the simplest and least scary one, and it is no match for games like "Escape" and "Silent Hill".
However, Chen Mo made this game mainly to show all novice designers the infinite possibilities of game production.
Are novice designers unable to make good games due to various resources?
Of course not.
Using existing resources, tapping your own ideas and creativity, playing to your strengths and avoiding your weaknesses as much as possible, and doing your works to the best of your own. This is what a designer should do.
Or, what is an excellent designer?
It’s not about playing a good hand of cards, but about playing a bad hand of cards.
Excellent designers can make up for all shortcomings with excellent creativity and create works that transcend the times. This is the most charming part of the game design industry.
These participating designers all sighed that the boss is indeed a boss, and we can't beat the boss even if we lose our martial arts skills...
This feeling is like some fantasy, where the boss said, "I will suppress the realm and fight you." But after the fight, I found out that I was still crushing!
"What should I do? I feel that I will never reach the height of Serent in my life... Alas."
Some participating designers feel that they have never doubted their life as much as they do today...
Chapter completed!