Game Entertainment Empire

Chapter 1190 We are not devils either

Of course, this focus has good and bad aspects. On the one hand, for "Dead by Daylight", it has indeed become a big dark horse.

As a horror game, Dream Memory has sold nearly 8 million copies globally across all platforms.

If it hadn't collided with the battle royale game "PlayerUnknown's Battlegrounds", "Dead by Daylight" would have been the most phenomenal multiplayer game of the year.

The bad thing is that the balance of this aspect is not perfected in "Dead by Daylight" itself. Therefore, after experiencing the terrifying, tense and trembling atmosphere in the early stage, players have different feelings about various maps and the butchers in the game. became a habit.

Then the flaws hidden behind it like "Evolution" will be exposed.

When players become familiar with the interactions that can be done on the map and learn some skills, the weakness of the butcher side and the strength of humans will become highlighted.

When human players reach advanced levels and learn corresponding skills, some cooperation disappears.

The stuck terrain can be moved around with the help of skills, while the butcher can only be walked around in various ways.

Because the core point of "Dead by Daylight" itself is to let players feel the atmosphere of terror.

Becoming a victim who plays the role of panic all day long, screaming again and again, and every decision made is filled with the fear of the impending doomsday.

The person playing the role of the butcher can enjoy the thrill of cat and mouse, and immerse himself in a role of life and death to the maximum extent possible.

Therefore, players will still feel horrified by the content in the game.

You will find this game very appetizing.

But when players become accustomed to the horror atmosphere in the game, they can even joke that this game is a mode in which a farmer and four electricity thieves battle wits and courage.

Unless they are gamers who like this cat-and-mouse game mode, most players will have an idea of ​​how the game environment suddenly became so bad.

Because at this time, the focus of players has changed from the atmospheric experience brought by the game to the experience of winning and losing.

But in any case, for horror games, this cat-and-mouse asymmetric game can indeed be said to be a brand new approach.

At the same time, in Yang Chen's opinion, some new modes can actually be tried in "Dead by Daylight".

For example, "Winter Project" and "Among Us" are more simplified werewolf killing mode games.

In the horror mode, players can play the role of ghosts and hide among the players.

It also provides a unique experience with VR mode and brain-computer interface.

Some balance issues can also be partially solved.

It also allows players to be more immersed in the horror atmosphere of the game.

Of course, there are still many places in the game that need to be dealt with.

The most direct one is the bloody scenes.

Just like GHS in the game, Yang Chen has always believed that these can be some seasonings in the game, but they should not be the main selling point.

Just like in "The Witcher: Wild Hunt", Geralt, Yennefer and Triss play some indescribable mini-games.

This is to create a direct emotion for the player.

Because in the game, Geralt will do some very dangerous things for Yennefer and Triss.

This is because Yennefer and Triss are very important people to Geralt.

And how to show this in the game's plot?

In addition to the textual expression of the plot of the game itself, this relationship is obviously also a way.

So is the blood.

The blood in certain locations creates a sense of fear for players.

But this fear is actually more of a physiological fear.

Most Western horror is basically based on blood plasma.

But the most frightening thing is not the bloody scenes, but the gloomy atmosphere.

For example, "Silent Hill", "Escape" and the tyrant uncle's leather shoes in "Resident Evil" are all caused by this kind of psychological fear.

On a gloomy night, at three o'clock in the night, I was watching in bed with my mobile phone.

The screen of the mobile phone dimmed inexplicably, and the power in the entire community also stopped.

Suddenly there was a violent storm outside the house, and raindrops hit the windows.

At this time, your closed door was pushed open with a creak, followed by a burst of seemingly absent footsteps.

Suspicion, this kind of psychologically born fear is what scares people the most.

In the operation of VR mode and brain-computer interface, this terrifying atmosphere can be rendered to the greatest extent.

Of course, if the two are added together, it is 1+1=3 happiness.

It’s the same scenario as above.

When those seemingly invisible footsteps stopped beside your bed, you felt a sense of fear and curiosity in the bed.

When you secretly opened the quilt and prepared to take a sneak peek.

A flash of lightning outside the window illuminates the room brightly. You find a pale and bloody face facing you with a weird smile, and a sinister word rings in your ears: I finally found you.

This is the so-called happiness of 1+1=3.

Of course, in the actual game experience, Yang Chen was not prepared to do this.

After all, what he hopes is that players can feel the thrills and excitement brought by horror games, rather than really trying to scare players out of harm's way.

"It's probably these elements. We are not devils." Following Lin Jiayi, Yang Chen described the feeling he wanted in the multiplayer mode. After finishing his words, Yang Chen smiled.

"We have made some changes to the background of the game, including the tyrant, the nurse, the triangle head, and the director of the mental hospital. In addition, we can also link it with characters from some classic horror movies and comics. The licensing of these IP characters is basically It’s not that expensive.”

Yang Chen then discussed with Lin Jiayi a production direction for the multiplayer mode of horror games.

"The maps in the game are basically all ready-made. Many maps in "Resident Evil", "Escape" and "Silent Hill" can be moved on, including scenes from various classic horror movies. They are all ready-made. The main thing is the balance between the asymmetrical gameplay." Yang Chen looked at Lin Jiayi and talked about some of the key points in "Dead by Daylight".

In addition, there is a mode including werewolf killing, which Yang Chen thinks is also more suitable to join.

Adding some party attributes to it can also reduce the fear of some players.

Horror multiplayer games, especially on VR platforms, this is very important.

Why do so many people watch horror movies together, even if they don’t go to the cinema?

Just because there is a living person next to me who can chat with me and reduce my fear when I am afraid.

This is also part of the success of "Dead by Daylight".

Pursuing terrifying excitement, but being alone is also scary.

Players are so complex.

The multiplayer mode is designed to meet this part of the player's needs.

Reading URL:

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like