Hearing David's words, Lucas was a bit confused.
The loading part is a very big step forward.
But what made Lucas even more curious was what kind of cool tech the 'clear-headed mode' actually was.
"Compared to other platforms, it can be said that the biggest advantage of the VR platform is immersion, but this is not necessarily a good thing for some specific games," David explained to Lucas.
Lucas didn't know what kind of technology this mode was or how it was achieved.
But he understood it clearly enough.
Just like what was said before, the biggest advantage of the VR game chamber is the immersive experience.
But for some special games, sometimes too much immersion is not a good thing.
The most direct example is horror games.
People almost never die purely from being scared, but more often it can trigger other diseases, such as heart disease, etc.
And few players are really looking for the thrill of being scared.
But not looking for it doesn't mean it won't happen.
For example, in the 'War Zone' mode Lucas made in "Call of Duty: Modern Warfare," the parachute gameplay was very popular with players, but for players with a fear of heights, the feeling was not so good.
So, a special auto-parachute function was added.
Including "Dark Souls," which was moved to the VR platform, some darker scenes like the underground dungeon were also optimized to ensure that players wouldn't get too scared.
And this new technology ensures that players have a better experience in normal games, without being too emotionally stressed and causing physical and mental damage due to excessive immersion.
"If that's the case, many aspects of making a game can be done with more freedom," Lucas said, touching his chin.
"Towards the end of the month, Boss Lucas, you can try to learn more about it," David said with a smile.
Then the two of them talked for a while, mainly about the development trends of the game industry and some technologies that might be realized in the game field.
.........
At the end of the month, both the Game Division and Zeus overseas simultaneously announced this big update for the VR game chamber.
This caused a lot of discussion in the industry and among players.
Lucas, who had already received the news at Nebula Games, didn't pay too much attention to it.
Instead, he personally experienced it, it was a rather special feeling. The sense of immersion didn't actually decrease much, but when faced with some uncomfortable scenes, turning on the clear-headed mode made a very obvious difference.
"I feel like this new technology is very useful for developing game types and themes!" Marcus, who came out of the game chamber, said with emotion in the project room.
"Indeed, the main thing is that it can save a lot of later testing," Hector said.
In the past, a lot of testing had to be done before games were released.
This included the game content and the game experience.
For example, scenes that easily cause player discomfort, like the high-altitude fall in 'War Zone.'
Now, using this new mode, even players with a fear of heights mostly feel like they are watching from the sidelines, it's still exciting and thrilling.
But they don't feel scared because of the height.
Because after turning on the clear-headed mode, they can clearly understand that they are actually playing a game.
Similarly, in "Rainbow Six: Siege," many players get startled when they suddenly turn a corner and get shot.
But the clear-headed mode makes it much better.
"Besides this, optimizing the loading progress is also very important," Rachel added.
"Better optimize the 'Red Dead Redemption' part, and regarding the clear-headed mode, use the moved 'Dark Souls' and 'Rainbow Six' and 'War Zone' to see how players react," Lucas said to everyone.
Hearing Lucas's words, everyone nodded.
This is considered to be the first task after the new year.
But the current results are not yet clear.
Making some updates to existing games is a relatively safe approach.
In fact, not only Nebula Games, but also domestic game companies such as NetDragon, SkyNova, and overseas companies like Atari have made the same decision.
The teams are using new technologies to update their old games.
Many players online are also discussing these related news.
.........
Inside the office, Hector and Marcus returned to the project room and went to handle their respective projects.
And Lucas started the long-awaited lottery drawing.
[Director Professional Knowledge *14]
[Archaeology Professional Knowledge *21]
[Action Performance Professional Knowledge *5]
[Rock Climbing Professional Knowledge *12]
[Ancient Architecture Professional Knowledge *5]
It has to be said that "Super Mario: Odyssey" and "The Legend of Zelda: Breath of the Wild" are two real killers.
Once taken out, the points increase at a rate visible to the naked eye. So far, Lucas has saved up nearly two hundred draws.
This time, he went all out.
Among them, what's most useful to Lucas right now are the various professional knowledge skills and memory capsules.
But unfortunately, as a particularly unlucky person, he didn't win any cool black technology items this time.
Of course, Lucas wasn't too disappointed by this.
The main reason is that Nebula Games' development has long been on the right track.
And Nebula Games has been continuously researching cutting-edge technology.
The first priority is the AI performance area, which has received a lot of investment. Currently, Nebula Games has a top-tier global level in AI performance.
The second is the physical engine performance area, which Nebula Games has also been continuously researching.
In terms of technology, Nebula Games is already at the leading edge.
"This lottery drawing... is it hinting at something?" Looking at the pile of skill books he drew, Lucas couldn't help but touch his chin.
Originally, he was a little bit conflicted about the projects for the first half of this year.
After all, Lucas had talked with David before, and he planned to develop a game for CosmosVR, which would be the first shot of the first half of the year.
But Lucas was still considering what type of game to develop.
Especially the appearance of new technologies gave Lucas a lot of choices.
Originally, he wanted to develop a "Souls"-like game, because the clear-headed mode and the game's theme matched very well.
But even with the match, Lucas had to consider the issue of sales.
After all, CosmosVR is a very important deal, and although "Souls"-like games have a good amount of buzz.
But the actual sales aren't high. Compared to other big works developed by Lucas, the sales of the two "Dark Souls" installments are the lowest.
But now, this lottery made him feel like he didn't need to think too much.
Also, players have been complaining that he loves to cut them with knives, including hiding a knife in "The Legend of Zelda: Breath of the Wild" on the Switch.
So now he will give them a real healing game, a happy family story.
(End of chapter)
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