After CosmosVR in China and Zeus abroad announced their related technologies,
major game companies have also successively launched patches for some of their old games.
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 game, and even longer, about three minutes, for multiplayer mode.
Even though there were corresponding VR themes to let players kill time,
this time 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 game companies' previous games rarely added special elements to cater to the players' feelings.
These elements may make players feel some excitement, but they may also make some players feel uncomfortable.
After all, all players have different habits and personalities.
So, in order to make a game suitable for more player groups, the methods used are relatively moderate.
In this case, using lucid mode is actually counterproductive.
Of course, not all games 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 time, Lucas used fixed camera angles in the cutscenes for these scenes.
That is to say, players could only look in one direction, because the game had to consider the situation of some players who were afraid of heights.
After all, the super high immersion of new-era VR, combined with the game story itself, can sometimes make players really feel scared.
Some players like this kind of excitement, but some players really don't want it.
You can understand by looking at entertainment facilities such as high-altitude glass walkways, discos, and roller coasters.
Some people like this kind of thrill, but some people won't even touch it. Don't even mention 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 some immersion, it can prevent their emotions from getting too excited and allow them to better experience the visual impact.
At the same time, major game 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 time did not adapt a well-known IP as in the past.
This time, they chose to create a new IP, and have already announced some 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 games where you collect treasures and defeat the big devil, in the game background of "Elemental 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 game, there are four different elements: earth, water, fire, and air. Players must find the four elemental swords by visiting ancient ruins and tombs to save the world.
For a time, a wave of games seemed to be coming. Players also discussed these new projects announced by the major game companies.
But as they discussed, players soon discussed the development of game types.
Mainly because these upcoming games are almost all open world.
Obviously, these game 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 games have these four words attached to them, as if it doesn't count as a game 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 game time longer.
Making their game content seem very rich and worth the money.
So, whether it's big game companies or small game 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 become 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 game designer, before joining Nebula Games, he was also responsible for several big games at NetDragon, so he naturally had his own insights.
Marcus explained: "In fact, many open-world games on the market are just that in name only. The maps are big and empty, and the game level design is completely messy. 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 elements, repetitive gameplay, and strictly controlled numerical 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 games 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 game production cycle is also shorter.
This also leads to players playing more games of the same type in the same period, and the sense of deja vu is stronger.
"The open-world type will become a big direction, but it will definitely not become the mainstream, and linear games have more unique advantages."
"Ingenious level design, not pursuing open world, but investing all resources and performance into artistic expression, combined with the immersive narrative experience of VR, the highlights of linear games are very obvious." Lucas explained.
"Then Boss Lucas, is our next game open world or linear?" Hector next to him asked Lucas curiously.
"Other game companies are all making open world, so we won't join in the fun this time."
"The new project will be an action-adventure game with treasure hunting as the theme, a story about searching for the treasure of a legendary pirate."
Lucas stretched and smiled.
(End of this chapter)
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