Game Entertainment Empire

Chapter 1195 It would be a pity not to catch up on the good stuff

The development process of several horror games that are ready to be reset is quite smooth.

The main difficulty is concentrated in the action system.

But as a horror game itself, this aspect is actually more relaxed than open world games.

Because we need to pay attention to the rendering of a terrifying atmosphere for players, and even actively reduce the fear that the game brings to players.

Therefore, the main operation modes of players in the game are basically linear.

From point A to point B.

Even in the development of these game resets, it was easier than the previous production of "Detroit: Become Human".

What is more time-consuming is a gameplay mode in "Dead by Daylight".

It operates as a brain-computer interface, so compared to dream memory, there are still many changes that need to be made.

Not just the actual operation, but also the balance.

In the dream memory, "Dead by Daylight" actually means that I have always wanted to turn it into an e-sports game.

For example, the balance of various skills and mechanisms in the game.

But later it was proved that this kind of asymmetrical game, if you want to formalize it into e-sports, basically you will not be able to please both ends.

Rather than engaging in this kind of formal competition, it is better to focus on the entertainment aspect of the game itself.

For example, a linkage of various IPs.

It can involve survivors, butchers and maps.

This is also the change made in Dream Memory in the later "Dead by Daylight".

It's a pity that I was not able to make the most correct decisions when I was at my best.

In addition, it also encountered a strong opponent during the same period. Instead, a later mobile game occupied a large share of the global market, and even the manufacturer that developed it was taken over by others first and then paid for it.

Having learned from the past, Yang Chen naturally did not put too much emphasis on the balance of game competition.

What is more pursued is a balance of player experience.

Just like the 55 rule in "League of Legends" and "DOTA".

There is a metaphysical saying that after a player suffers a period of losing streak, either his own family will have a big player, or his enemy's family will have a noob.

This is big data matching.

The purpose is to ensure that players can always win a game sometimes.

Regardless of anything else, at least this approach is not actually bad for the experience of most gamers.

But what is different from games like "League of Legends" and "DOTA" is that "Dead by Daylight" is not a 5V5, but a one-to-many situation.

The gameplay of "Dead by Daylight" itself is based on information collection, so there are high requirements for the team's information exchange and even cooperation.

If players can cooperate closely, the probability of winning will be greatly increased.

Therefore, the so-called team players definitely have an advantage over the savage players.

Regarding this area, Yang Chen and his team decided to split it directly.

In the game, you can freely choose to play in multiple rows or single row.

At the same time, players can also build their own houses and play with friends.

The main reason why there is no forced choice is because this is also a relatively free mode for players.

For example, even if these two functions are released, even if there are no players to match one of the modes, there are still things that should be there.

There are some things that players can use without, but you can’t live without them in the game.

……………………

When Yang Chen and his team were developing these games simultaneously.

UEgame’s “StarX” is also officially launched.

It’s not just UEgame’s “StarCraft

They are different themes, and the market itself lacks games that support the operation of brain-computer interface devices.

The launch of these games was actually stuck in the same schedule.

But from Yang Chen's point of view, the one he is most optimistic about is "Extreme Racing" from Apex Games.

Because of one characteristic of his game, he is destined to succeed.

Apex Games and major automobile manufacturers have exclusive licenses.

This can be said to be a big killer.

Like sports games, the sense of immersion in racing games is also what many players are pursuing.

Controlling the car in the game is exactly the same as in reality. As long as the game is not too awkward, it is destined to be invincible.

Just like the NBA2K series in dream memory.

It has been ridiculed by players later that the series is no longer a skin-changing game, but a name-changing game.

What the game manufacturers have to do is add all the numbers from last year, including the age of the stars, by 1, and then this will be a brand new game.

Players scold it every year and buy it every year.

Why?

It is because it has the authorization related to the corresponding events and clubs that it allows players to truly control various familiar stars and play happily in the game.

Just like Yang Chen thought.

As the three games were launched, their respective first-day sales were calculated, and the highest one was the racing game owned by Apex Games.

As for these games, Yang Chen also experienced them for the first time.

As for UEgame, he is relatively clear.

Therefore, Yang Chen’s focus is still on Apex Games and NetDragon.

The gameplay of Apex's "Extreme Racing" is not too special. It is very simple to control. Including the first-person mode, the operations in the cockpit are basically presented in the form of animation.

The basic control commands are left and right, acceleration, deceleration, and the elegant control mode.

But what surprised Yang Chen more was that Apex Games completed micro-operations very well in this area.

In the game, players can precisely control the offset of a position.

As for NetDragon, the quality is pretty good.

A linear FPS game, quite satisfactory, but the main point is a gameplay around the brain-computer interface.

It can be said that NetDragon is the best among these three games in terms of action system.

All three games can be said to be good.

And this situation has also led to a consequence, that is, the popularity of brain-computer interface platforms is even higher than before.

Some second- and third-tier game manufacturers who were still waiting on the sidelines couldn't bear to announce the establishment of this new project.

Major game manufacturers that have previously revealed the development of reset versions of games are taking advantage of the popularity to promote their reset games.

This also includes Yang Chen and Nebula Games.

It would be a pity not to take advantage of this excellent heat.

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