For Chen Mo, consciousness implantation is a key technology.

It is not only this technology that can completely eliminate the negative effects of internal violence, fear and other negative emotions after exiting the game, so that the players can enjoy the fun brought by different games; it can also completely rewrite the way the game guides the players.

Since this technology is strictly limited to the field of games, its greatest role is to guide the next behavior of players.

In the past Games, the guidance for players was often completed through UI + transition animation.

There are many differences in people's ideas, many times players can not accurately understand the intention of the designer. For example, in some game checkpoints, the designer has designed a route to unlock a special mechanism from the bottom of the water, and then the player can open a hidden door to enter the next area, but many times, the player can't notice the mechanism at all, often in this area like a headless fly around, his face is muddled.

At this time, it is necessary to guide the players' behaviors in a certain way so that they can continue the game.

The traditional way is through the interface UI. When the player is stuck in a place for a long time, a small arrow, or a highlighted area, or the player talks to himself or other NPC language prompts will appear on the interface All in all, it's a way to remind the player what he should do now.

Another way is to make a transition animation. For example, in the story, when the protagonist meets a NPC, the two sides need to have a dialogue related to the story and make some actions. At this time, it is impossible for the player to speak and act for the protagonist, and the game will show this plot through the way of passing animation.

After all, it's impossible for players to know what the protagonist is going to say.

But with the technology of conscious implantation, all of this will change.

When the player is stuck in a puzzle solving scene, the game cabin can directly implant a signal into the player's consciousness, making the player suddenly curious about the stone tablet nearby, and want to see what is hidden in the stone tablet. When players pass by, they will find that this is the key point to advance the plot.

Even a lot of transition animations can be omitted, allowing players to gently rub their chin with Chen Mo: "feeling It's kind of like a Hollywood popcorn movie. The plot should not be too complex and relatively linear, so as to ensure that players' willful actions will not let the story deviate from the main line; meanwhile, there are some interactive contents with NPC that allow players to experience new AI technology; the most important thing is to be cool enough and special enough... "

Chen Mo scratched his head, stood up and walked around the office for two times.

Then he saw the matrix eyes on one side.

Take the matrix eye on the hand, the corner of Chen Mo's mouth shows a smile.

"Well Make a real Jarvis come out? Although it's a movie, it's not bad if the devil changes to a game? "