How popular is my world in Chen Mo's previous life?

In a word, it is the most successful independent game in popularity and business, not one of them; it is the second highest selling game in the world, with a sales volume of over 100 million, second only to the old Tetris.

Considering that "my world" was released in 2009, when there were many very good PC and console games, it was a miracle to get this sales volume.

What's more, the power of my world is that it can be used in halls, kitchens, PCs and mainframes, tablets and mobile phones, and all platforms can be transplanted smoothly.

There are also some data to support the popularity of this game.

In 2014, mojang studio, which produced my world, was acquired by Microsoft for $2.5 billion.

"My world" has 4.31 billion hits on YouTube.

More than 10 million players applied to join during the my world test, making it the most popular beta game.

It is said that in my world, the Bureau of military survey of the corrupt state created the topographic map of the whole British island, using 22 billion blocks.

Why does this game have such a magic power that many people are addicted to it?

In short, because my world greatly reduces the difficulty of making a three-dimensional object in a computer.

In fact, many people have the idea of "creating their own space / world". When they were young, they could experience it through sand castle, building blocks, paper models and other ways. When they grow up, they can experience it in various games.

On the computer, there are many ways to create a virtual world, but the traditional three-dimensional design software has a high learning cost, most people do not have the patience to learn from scratch.

And "my world" can make a 3D virtual world easier for most people.

Just stack the blocks.

There is no need for materials, maps, renderings, terrain, vegetation, particle effects, all of which are not needed. Anyway, it is necessary to select a correct block and pile it up.

In my world, the square is very regular, which is a standard size of 1m * 1m * 1m. Players are not easy to get lost in the scale of the virtual world, and the finished product is more convincing.

Moreover, "my world" is not only a world creator, it is also a rich content game.

For Chen Mo, porting this game to VR platform is very challenging and meaningful.

……

After Chen Mo explained the concept setting draft, everyone began to make preparations in time, especially the technology tree, art style and derivative play mentioned by Chen Mo, which was a headache for a while.

After all, there is no reference game in the world. How to make a game similar to building blocks? What does it look like? How to design some details?

It's a question for all to think about.

As for Chen Mo himself, he went back to the second floor of the experience store and began to study the relevant rules for making VR games.

The fantasy editor supports VR games, but the specific production method is different from PC and mobile games.

Chen Mo is now a Class-A designer and honorary member of the Tourism Committee. He has a high authority in the fantasy editor. He can open the corresponding section for making VR games.

When he became A-level designer, Chen Mo had already browsed the relevant process of making VR games, and now confirmed it again.

Chen Mo has also experienced the VR game represented by earth ol before. In short, the VR technology of this world allows players to directly input their consciousness into the game cabin and receive feedback signals.

Instead of traditional input / output devices, such as keyboard, mouse, display and so on, game cabin has become a bridge between player awareness and virtual reality game world.

The game module has the ability to analyze player awareness.

For example, if the player wants to reach for a prop in the game, the game cabin will analyze the awareness, transform it into the action of the characters in the game, and interact with the game world. The final result is that the characters pick up the prop.

In the same way, movement, climbing, jumping, attack, shooting and other actions are all realized in this way.

Theoretically, the virtual reality technology of this world can analyze any intention of players, but whether it can be applied to the game depends on whether the designer has designed corresponding rules.

In short, in a cold weapon battle game, players can send out the awareness of "I want to pull the trigger", but after the game cabin is parsed, it is transmitted to the game world. Because the game world does not support this action, the characters in the game will not move, and will not make any response.

Specific to a VR game, it depends on the designer's design to support what actions and operation methods.For example, in the game, you are a soldier with a gun. If you want to make the action of "step the gun under the foot", but the designer does not design it, then your character will not move.

It sounds strange, but after playing VR for a long time, you will get used to this setting. (like in your 3A major, you can only do what the plot requires you to do a lot of times.)

Therefore, the more executable actions the designer designs for the game, the freer the player is in the game, the more things he can do, and the more realistic the game becomes.

But in this way, the greater the load of the game, the more spirit players need to consume.

This is one of the reasons why VR platforms generally do not play RTS games.

There is no special advantage in art performance.

It costs a lot.

Players need to consume too much consciousness, which leads to fatigue and can't play for too long.

If there is a VR platform RTS game now, the player's consciousness needs to select a unit and perform an operation. In the process of infinite circulation of this behavior, he should constantly think about the battle strategy. For the player, the mental power that needs to be consumed will be multiplied.

PC platform is different, players also need to think about these things, but all the operations are done through the mouse and keyboard, and many of them are subconscious habitual actions, so they are not so tired.

Therefore, some VR games will also deliberately simplify the operation of the game, so as to prevent the too complex operation from bringing fatigue to the spirit of the players, so as to achieve the purpose of prolonging the game time in disguise.

For example, in some VR games, all the "attacks" of players are fist attacks, which can not determine the direction, angle, strength and other attributes of the fist, which is to simplify the operation of the game and reduce the burden on the spirit of players.

In addition, in terms of perception, VR games have the ability to fully simulate players' senses, including vision, hearing, smell, touch, etc.

The picture in the game will be transmitted to the player in the form of visual signal, which is 124 degrees, the same as that of the normal person's eyes, and the concentration area is about 25 degrees, which is consistent with the reality.

Hearing and smell are transmitted to players in the form of signals, which can fully simulate the sound and smell in the real world.

……

Understand the VR game design basis away from, is some of the basic principles of design.