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Home > Fantasy > Almighty Game Designer > Chapter 426

Chapter 426

Words:1738Update:22/06/20 13:06:50

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After finishing the tutorial, Jiang Hao chose to enter the shooting range to familiarize himself with the different heroes.

Jiang Hao was particularly interested in a few of the more powerful heroes in the video, such as Air Hunter, Genji, Pharaoh Eagle, and so on. These heroes were very different from other FPS game characters, so Jiang Hao wanted to experience them first.

Of course, most players had the same question after watching the video, would they get dizzy playing heroes with fast movement skills?

For example, Air Hunter could teleport three times in a very short amount of time, and the distance of the teleportation was very long. Including Blink, Air Hunter's position could be changed four times in a second.

Another example was Grim Reaper, who was constantly spinning when he used his ultimate skill. If it was completely realistic, the players would definitely vomit.

However, Jiang Hao understood after actually playing these heroes. Chen Mo had obviously made a lot of changes to the experience to ensure that the players wouldn't get dizzy while playing.

First was the problem of fast movement.

This problem existed for most heroes, such as Black Lily, Winston, and so on. There would definitely be some players who would get dizzy from this kind of fast movement. It was just like 3D dizziness, it was unavoidable. It could only be said that it was natural, and these players had no choice but to give up on these heroes.

However, for most players, they could get used to this kind of fast movement with more practice.

In VR mode, this kind of fast movement was more immersive than in the PC version, similar to a roller coaster or bungee jumping. However, this kind of movement was completely controlled by the player. After knowing where they were going to appear in advance, the movement, direction adjustment, and shooting were all based on the player's habitual reactions, and they could get used to it with more practice.

Of course, in VR mode, heroes like Air Hunter and Genji had a higher barrier to entry than in the PC version, but it wasn't like they couldn't be played at all. For certain players, these heroes were more exciting to play.

Secondly was the problem of changing the player's perspective.

This was actually an easy problem to solve as the PC version of Overwatch had a similar problem. For example, when McRae rolled, the player's perspective would not follow McRae's line of sight as he rolled, but would still look in the direction he wanted to see. When Death God released his ultimate skill [Death Bloom], the player's vision would be pulled up to the sky to become a bird's eye view, helping the player better judge the range of the ultimate skill.

In other words, under these skill states, the players could still freely control their vision. It would not be the same as the Hero's true vision. It was equivalent to temporarily becoming God's view, and they could return to it after the skill was used.

Moreover, the VR mode was better than the PC mode in that the player's field of vision was separated from the actual shooting direction, which greatly reduced the dizziness.

For example, on the PC side, if a player wanted to shoot a target with the Soldier 76, they had to aim the crosshair in the center of the screen at the target. At that moment, the field of vision and shooting direction in the game were completely the same.

What if the player wanted to observe target B while shooting target A? It was impossible to achieve this in most PC FPS games. Even if he did, the effect wouldn't be good.

However, on the VR side, when players played Soldier 76, it was just like shooting in real life. You could look at target A while shooting target B, as long as target B was still in your field of vision. There was no need for it to be in the focal point.

This was more similar to shooting in the real world.

Of course, this would cause the shooting accuracy to be greatly reduced, but 'reduced accuracy' was much better than 'no accuracy at all'.

In other words, when players used Genji's Sword Draw in VR, their field of vision would not shake violently like the PC version. Their field of vision would be stable, but it was up to them to decide where to cut.



Soon, Jiang Hao found himself falling in love with the game. This was because the game was very immersive in VR mode, and when he played certain Heroes, the feeling of satisfaction increased exponentially.

For example, when Jiang Hao played Pharaoh Eagle, it felt like he was really flying in the sky, including his field of vision, natural falling speed, the sound of the wind, and so on. Everything was very similar to flying in real life.

There was also Genji's Sword Draw. Because the field of vision in VR was the same as the real world, it was not as limited as the field of vision in PC games. Moreover, it could be cut anywhere in the field of vision, making it more realistic.

Other than that, Genji could also climb walls and double jump. In the beginning, Jiang Hao was not familiar with it and often fell from the sky, but after getting used to it, he was soon immersed in it.

Not only Jiang Hao, but the players in the audience were also excited.

"F * ck, this Hero can fly, and it can even shoot rockets in the sky? This is full of firepower suppression! Bombers? "

"It feels so good!"

"And this Ninja can climb walls at will? He can go up and down all sorts of heights, it's so cool. "

"Yeah, although other VR games have similar content to climb walls, they seem to have more restrictions, and the climbing is slower. It's not as good as this."

"And this DVA, it feels like I'm really fighting in a mech. The UI is very detailed, it feels so technological!"

"Dragon Lady is also very cool, especially when she can fly as she pleases after turning into a dragon. That's awesome!"

"It's already so good in a PC perspective, what would it be like in VR? Wouldn't it be awesome? "

"This Sky Hunter perspective … Why do I feel a little dizzy? The scenery around me changes so quickly."

"That's because Xiao Hei has been using Blink all this time. He can use Triple Blink at will. If this was in League of Legends, tsk tsk tsk …"

"Does Xiao Hei really not get dizzy …"

"Seeing how smoothly he's playing, he obviously won't. But it depends on the player. Some people have 3D stun, so they might not be able to play Heroes like Sky Hunter or Genji. "

"Wow, I can't wait anymore, the queue is so slow!"

"That's because those who enter the gaming cabin don't want to come out!"

"Please, those who are trying it out, hurry up. It'll only take about ten minutes, have some civility!"

The players in the queue were not comforted by Xiao Hei's play. Instead, they became even more anxious. It was obvious that they wanted to play the game even more after seeing the rich mechanics of the game.

There were also a lot of people queuing up at Overwatch after trying out the new version of League of Legends. They all wanted to try out this brand new VR game.

The livestream on the big screen attracted even more players, and the booth became more and more popular. Many people had just arrived, and they were all standing on their tiptoes to watch the big screen.

Some players even stood on the booths of other companies to watch the big screen, which made the staff of those companies curse in their hearts.

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