Chapter 226: VR game production principle (five)

How popular is "My World" in Chen Mo's past life?

To sum up, it is the most successful independent game on the popular and commercial level. There is no one; it is the second-highest-selling game in the world, with sales exceeding 100 million, second only to the old antique Tetris.

Considering that "My World" was released in 2009, there were already a lot of very good PCs and console games, and it was a miracle to get this sales.

Moreover, the power of "My World" is that it has a hall, a kitchen, a PC and a host computer, a tablet and a mobile phone, and all platforms can be successfully transplanted.

There is also some data to prove the popularity of this game.

In 2014, Mojang Studio, which produced My World, was acquired by Microsoft for $2.5 billion.

The volume of My World on Youtube is 4.31 billion.

During the "My World" test, more than 10 million players applied to join, which also made it the most popular beta game.

It is said that the Bureau of Military Survey of the Corruption State created the topographic map of the entire British Isles in My World, using 22 billion squares.

Why is this game so magical that countless 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 are young, they can experience it through sandcasting, building blocks, paper molds, etc., while growing up, they enter various game experiences.

There are many ways to create a virtual world on a computer, but traditional 3D design software has a very high learning cost, and most people do not have the patience to learn from scratch.

And "My World" makes it easier for most people to make a 3D virtual world.

Just stack the squares.

No need for materials, textures, renderings, terrain, vegetation, particle effects, all are not needed, it is necessary to choose a correct square, stack it up.

The square in "My World" is unconventional. It is a standard 1m*1m*1m size. It is not easy for players to feel lost in the scale of the virtual world, and the finished product is more convincing.

Moreover, "My World" is not just a world creator, it is also a rich game.

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

......

After Chen Mo explained the concept set, everyone began to hurry to prepare for various tasks, especially the technology tree, art style and derivative gameplay mentioned by Chen Mo, which was enough for everyone to have a headache for a while.

After all, there is no game for reference in this world. What is the game like a building block? What does it look like? How should some details be designed?

This is a question that everyone must consider.

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

The Magic World Editor supports the production of VR games, but the specific production methods are different from PC and mobile games.

Chen Mo is now an A-level designer and an honorary committee member of the Recreation Committee. The permissions in the Magic World Editor are already very high, and the corresponding sections for making VR games can be opened.

When becoming an A-level designer, Chen Mo has already reviewed the process of making VR games, and now it has been confirmed again.

Before Chen Mo has also experienced the VR game represented by "Earth OL", in simple terms, the world's VR technology allows players to directly input their own consciousness into the game compartment and receive feedback signals.

The game compartment replaces traditional input/output devices such as keyboards, mice, monitors, etc., and serves as a bridge between player awareness and the virtual reality game world.

The game compartment has the ability to resolve player awareness.

To give a simple example, if the player wants to reach for a prop in the game, the game cabin will analyze the consciousness, transform it into the action of the characters in the game, and interact with the game world. The final result is the game character. Pick up this item.

In the same way, actions such as moving, climbing, jumping, attacking, shooting, etc. are all realized in this way.

In theory, the world's virtual reality technology can resolve any intention of the player, but whether it can be applied to the game depends on whether the designer has designed the corresponding rules.

In simple terms, in a cold weapon battle game, the player can issue the "I want to pull the trigger" consciousness, but the game cabin is transferred to the game world after parsing, because the game world does not support the action, So the characters in the game will be motionless and will not react.

Specific to a certain VR game, what actions are supported, and how the operation is supported depends on the designer's design.

For example, in the game, you are a warrior with a gun. You want to make this action of "putting the gun under your feet", but the designer does not design, then your character will not move.

It sounds weird, but after playing VR games for a long time, I will get used to this setting. (Like you are in the 3A masterpiece, many times you can only do the action that the plot requires you to do.)

Therefore, the more executable actions a designer can design for a game, the more free the player is in the game, the more things can be done, and the more realistic the game becomes.

But as a result, the load on the game is greater, and the more spirit the player needs to consume.

This is one of the reasons why the VR platform generally does not play RTS.

There is no special advantage in fine art performance.

Costly.

Players need to consume too much awareness, resulting in fatigue and can't play for too long.

If there is a RTS game on the VR platform, the player's consciousness needs to select a certain unit and then perform an operation. In the process of the infinite loop, the player must constantly think about the battle strategy. For the player, the mental energy that needs to be consumed becomes Doubled up.

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

Therefore, some VR games will also deliberately simplify the game operation to prevent the fatigue caused by the too complicated operation to the player's spirit, thereby achieving the purpose of disguising the game time in disguise.

For example, in some VR games, all of the player's "attacks" are punching attacks, and they cannot determine the direction, angle, strength, etc. of the punch. This is to simplify the game operation and reduce the burden on the player's spirit.

In addition, in terms of perception, VR games have the ability to fully simulate the player's senses, including sight, hearing, smell, touch, and more.

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

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

......

After understanding the basics of VR game design, it is the basic principle of some design.

Today, there are no monthly passes and rewards and additions. Originally, I owe 124.5, and there are still 121.5 left in Chapter 3. Regarding the increase in the order, the last addition was 8200. When the 10,000 vouchers were owed to 10,000, they would not be booked every day, because the increase was not fast.