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Now reading: Chapter 428 - 428 from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

After CosmosVR in China and Zeus abroad announced their related technologies,

major ga companies have also successively launched patches for so of their old gas.

And for many players, this is a very new feeling.

For example, in "Red Dead Redemption," it used to take almost two minutes to enter the ga, and even longer, about three minutes, for multiplayer mode.

Even though there were corresponding VR thes to let players kill ti,

this ti was still very long.

But after this update, many players were surprised to find that the online multiplayer mode only took about thirty seconds to load, and the story mode was even faster, only about twelve seconds.

Besides that, there's the lucid mode.

However, the feedback from players online about this new mode is not very good.

The main reason is that the ga companies' previous gas rarely added special elents to cater to the players' feelings.

These elents may make players feel so excitent, but they may also make so players feel uncomfortable.

After all, all players have different habits and personalities.

So, in order to make a ga suitable for more player groups, the thods used are relatively moderate.

In this case, using lucid mode is actually counterproductive.

Of course, not all gas are unsuitable.

For example, there are many scenes in "Call of Duty: Modern Warfare" that are quite suitable.

The snow mountain climbing when Soap and Roach sneaked into the Tianshan Mountains, the rapids when Soap and Captain Price chased Sheffield, and the final hotel battle when Price chased Makarov.

At that ti, Lucas used fixed cara angles in the cutscenes for these scenes.

That is to say, players could only look in one direction, because the ga had to consider the situation of so players who were afraid of heights.

After all, the super high imrsion of new-era VR, combined with the ga story itself, can sotis make players really feel scared.

So players like this kind of excitent, but so players really don't want it.

You can understand by looking at entertainnt facilities such as high-altitude glass walkways, discos, and roller coasters.

So people like this kind of thrill, but so people won't even touch it. Don't even ntion spending money to play it, they won't play it even if you give them money.

And after turning on lucid mode, although it will make these players lose so imrsion, it can prevent their emotions from getting too excited and allow them to better experience the visual impact.

At the sa ti, major ga companies have also announced their new projects one after another.

NetDragon is launching "Shadow Action: Communication Interruption." After all, although the previous work was criticized by many players, it still sold very well.

The birth of a sequel is naturally a matter of course, and as for the type, it's naturally still open world.

And overseas, Atari, which is still working closely with Zeus, this ti did not adapt a well-known IP as in the past.

This ti, they chose to create a new IP, and have already announced so content related to the project.

It is also an open world, but in terms of subject matter, they chose a more interesting direction, which is treasure hunting.

Unlike ordinary gas where you collect treasures and defeat the big devil, in the ga background of "Elental World" announced by Atari, the players have already defeated the big devil, but the world has also fallen apart in the aftermath of the battle.

And in the world set in the ga, there are four different elents: earth, water, fire, and air. Players must find the four elental swords by visiting ancient ruins and tombs to save the world.

For a ti, a wave of gas seed to be coming. Players also discussed these new projects announced by the major ga companies.

But as they discussed, players soon discussed the developnt of ga types.

Mainly because these upcoming gas are almost all open world.

Obviously, these ga companies are influenced by "Red Dead Redemption" and "The Legend of Zelda: Breath of the Wild."

Open world, it can be said that eight out of ten gas have these four words attached to them, as if it doesn't count as a ga if it doesn't have it.

The reason for this is that open world has unique advantages.

One of the most direct things about an open world design is that it makes the player's ga ti longer.

Making their ga content seem very rich and worth the money.

So, whether it's big ga companies or small ga companies, whether it's FPS or ARPG, almost all are addicted to the design concept of open world and can't extricate themselves.

......

Lucas was also discussing.

However, the objects of the discussion were not ordinary designers, but Rachel and Anna.

"Open world will beco mainstream? Of course not." Lucas smiled and shook his head.

"Huh?" Rachel and Anna looked at Lucas, waiting for an answer.

However, it was Marcus who answered next, not Lucas.

As a ga designer, before joining Nebula Gas, he was also responsible for several big gas at NetDragon, so he naturally had his own insights.

Marcus explained: "In fact, many open-world gas on the market are just that in na only. The maps are big and empty, and the ga level design is completely ssy. They are mostly just trying to蹭 a wave of popularity with open world."

As soon as he finished speaking, Lucas also nodded: "That's right, many open worlds these days just add a lot of collection elents, repetitive gaplay, and strictly controlled nurical props. Well, it can be said to be quite formulaic."

"Before, the concept of open world was new, and players hadn't played too many gas of this type, so they felt it was very interesting."

"But in fact, although SkyNova's "Warlords" and NetDragon's "Shadow Action: Wasteland" sold well last year, the subsequent feedback from players was not good. If this batch of open worlds is still made with this formulaic model, I'm not optimistic." Lucas shook his head and said.

This parallel world is different from the previous one in this regard.

Because the technology is more developed, the ga production cycle is also shorter.

This also leads to players playing more gas of the sa type in the sa period, and the sense of deja vu is stronger.

"The open-world type will beco a big direction, but it will definitely not beco the mainstream, and linear gas have more unique advantages."

"Ingenious level design, not pursuing open world, but investing all resources and performance into artistic expression, combined with the imrsive narrative experience of VR, the highlights of linear gas are very obvious." Lucas explained.

"Then Boss Lucas, is our next ga open world or linear?" Hector next to him asked Lucas curiously.

"Other ga companies are all making open world, so we won't join in the fun this ti."

"The new project will be an action-adventure ga with treasure hunting as the the, a story about searching for the treasure of a legendary pirate."

Lucas stretched and smiled.

(End of this chapter)

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