Game Entertainment Empire

Chapter 1191: The setting of the degree of fear brings double happiness to the player

Regarding how to grasp a shock value to the player in the game, this is quite important for horror games.

It can even be said that it is the key to the commercialization of a horror game.

If the horror game is not scary enough, it is basically selling dog meat with a sheep's head.

You are not scary, what do you call a scary game?

But if it's too scary, it's another extreme.

You are so scary, how dare I play.

Players are so unreasonable sometimes.

This was clearly understood by Yang Chen when he made "Escape".

That's why there was an act of reducing the sense of terror in the later "Resident Evil".

But these factors are experienced in single player mode.

A person walking on a dark and quiet trail, and a group of people walking on a dark and quiet trail, bring about completely different psychological feelings.

In "Death by Daylight", players experience a multiplayer mode.

Some settings that can scare the player in single player mode, in multiplayer mode.

Especially in the multiplayer mode of the VR platform, it is actually not that easy to use.

Of course, Yang Chen's goal is to find a balance between the two, so that players can feel the thrills in the game, but not afraid to play the game.

For example, from the horror-style gameplay alone, in "Death by Daylight", Yang Chen is able to create this horror feeling from the game mechanics.

One of the most direct points is to allow the player to directly cancel the voice settings in the game when they are separated from other players for tasks, leaving the player in a state of isolation and helplessness.

Directly switch the game from a multiplayer experience to an instant single player experience.

This can definitely make players feel a more terrifying atmosphere.

Of course, there will be a similar gameplay in the game, but it will definitely not be so excessive.

After all, horror games are just to make players feel trembling and thrilling, not really to scare players out of good or bad.

Including the details of the game, in fact, Yang Chen didn't plan to add many things to the game.

Especially when it comes to a **** scene, Yang Chen is not too prepared for this one.

Although Yang Chen clearly understands that this is an adult-level game, he should still exercise restraint.

For example, in "Death by Daylight" in Dream Memory, the butcher performs some special processing after catching a human, which results in a particularly **** game screen.

And what this **** brings to the player is actually a kind of physical fear and discomfort to a greater extent.

In addition, the horror caused by this visual effect is actually quite troublesome.

For example, the game "Death by Daylight" in Dream Memory was banned in some countries because it was too bloody.

Of course, there are also some conspiracy theories. For example, the reason for the ban is mainly because a doctor butcher who knows electronic materials was introduced in the game.

However, in Yang Chen's view, more of it was caused by the **** pictures.

Otherwise, if it is for this reason, then "Secrets of the Fence", which also directly adapted the incident into a game, should be more likely to be shot down as an early bird.

Therefore, Yang Chen also pays more attention to the psychological fear of the players in the game.

Instead of passing enough blood plasma and human heads to make players feel physically scared.

Of course, this does not mean that there are no special elements at all, but the content of this part should not be the main point.

The most intuitive point is that Yang Chen hopes that in the game, players can feel the thrill of oppression, as well as the feeling of surviving after being born.

Just like Bengdi, a feeling of breaking a certain shackle in my heart.

There are still characters on the game map, and Yang Chen has no plans to follow the original "Death by Day" mode.

Because there is no such need.

More Yang Chen wants to bring players a more sentimental map.

For example, in "Resident Evil", Leon and Ida met in the underground garage of the police station for the first time.

The mental hospital the reporter went to in "Escape".

The ghastly school in "Silent Hill".

Even the primitive jungle where the Zerg was encountered in "Halo".

And the village of Yanan in "The Curse of Blood".

The sick village in "Dark Soul".

Yang Chen believes that compared with some unfamiliar map scenes, the familiar scenes of these players will definitely arouse the feelings of the players.

Seeing this familiar map, players can recall the incomparable happiness that they felt in the game produced by Nebula Games.

At this time, the two kinds of happiness add up, and that is double happiness.

There are also the butcher in the game, the tyrant and licker in "Resident Evil", the fat man and the doctor in "Escape", and the triangle head and the nurse sister in "Silent Hill".

These are all classic characters that the players were impressed by.

……………………

After completing a preliminary design draft, Yang Chen, Lin Jiayi, Wang Yaliang, Wang Ye, Chen Shu and others had a meeting.

"How to play peekaboo?"

Looking at the design manuscript, Lin Jia became interested.

Hearing Lin Jiayi's words, Yang Chen also smiled and nodded softly: "It can be understood this way."

The gameplay mode of "Death by Daylight" is actually not very complicated.

Putting aside the asymmetrical setting, it is essentially a peekaboo style of ghost catching people.

The background of the game is set as a group of people who have died by accident in reality, come to a mysterious space.

And in this space, every once in a while, they will enter a specific place to complete the survival challenge.

What they will encounter are monsters from various terrifying worlds, in which they are named as butchers.

The butcher who hunted the survivors. UU reading www.uukanshu.com

The game adopts a mode of 1 butcher and 4 survivors.

At the same time, according to different maps, a balanced process is also considered in the follow-up.

Of course, for a balance of gameplay, this part of the content requires actual game testing.

Because the mode of itself is switched to the brain-computer interface, compared to the dream memory, there are many points that can be added to the game.

And for the dream memory in "Death by Daylight", a small scene can be used to create a situation where the butcher looks at the human, and the human looks at the butcher, two people are separated by a wall, and then stared at each other.

Yang Chen wanted to prevent such a play in the game.

For example, if you want to stare at you with big eyes, then you find that the butcher jumps over the wall and rushes in front of you to kill you.

Of course, if you do this, how to control a balance between the butcher and survivors camp, this also needs to be dealt with.

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