In the video game industry, many video game designers were discussing how to achieve 'CG-like gameplay'.
This was especially true for S-grade video game designers. They were very familiar with the performance of VR gaming pods, and therefore knew what it meant to improve the graphics of current games to a whole new level.
There were already some highly realistic games on the market, especially from big European and American companies. They had basically perfected the capabilities of VR gaming pods. How could Chen Mo improve the graphics of current games to a whole new level without any technological advancements?
"I think it's just a gimmick? Or is Chen Mo cutting corners in other areas? "
"What's so complicated about it? It's actually quite simple. Divide the game into many mini stages, using all of the VR gaming pod's capabilities each time. That way, the graphics would be much better. "
"So you're saying … he's going to reload every stage? Then why would it be called 'Mysterious Ocean'? Call it 'Channeling Ocean' … "
"See, that's what you don't understand. That's a gimmick, that's differentiation! Would you be able to achieve this if you did it the same way as before? "
Many video game designers could roughly guess what Chen Mo was doing. He was just focusing on each stage!
Obviously, this was the only way to improve the quality of the graphics given the limitations of current technology.
In the parallel world, the game had moved from a TV screen to a VR pod, and the amount of detail needed to be displayed increased exponentially. Therefore, despite the advancements in technology, it was still quite difficult to create a large enough world in VR.
Moreover, European and American companies were quite popular with open-world games. Many players felt that the bigger the world, the more content there was, the more fun the game would be.
The traditional "One Path to the End" style of game was becoming less and less popular due to the monotony of the game experience.
Players preferred to explore freely, or at least feel like they were exploring freely.
The bigger the game world, the more VR gaming pods would be used to run it. Therefore, even open-world games made by European and American companies had to have extreme graphics.
Many video game designers were guessing that Chen Mo had completely deviated from the open-world design concept, cutting off the player's gaming experience to increase the quality of the graphics.
Many designers didn't think much of it. After all, progress bars were disgusting to players, but to designers, it was something that they would do everything they could to avoid.
Chen Mo's actions were like reversing the flow of time. Could he really win the hearts of the players?
…
…
Chen Mo … was looking at himself in the mirror.
However, he wasn't looking in the mirror in reality, but in the game.
At this moment, he was Nathan Drake. He was looking at the mirror in the bathroom, and according to the system's settings, he automatically posed in various poses.
Nathan Drake's family scenes had all been completed, and there would be a more important scene between him and Elena.
It was Nathan Drake's face in the mirror, and it was very realistic. Chen Mo had the illusion that he could even see the pores on his face clearly.
Of course, those weren't real pores. They were just high-end skin textures that made the characters in the game look more like real people.
He really wanted to scratch his hair because it really looked like real hair.
Even the sweater that Nathan was wearing gave people the urge to rub it.
In reality, it wasn't too difficult to create a game with the level of art. However, to actually do it in the game required a terrifying amount of performance.
Of course, no matter how realistic it looked, it was still clear that it was a game. After all, the players couldn't do whatever they wanted, and could only operate within the limits of the game's mechanics.
Chen Mo came to the sofa and laid down on it.
The surface of the sofa caved in slightly. With the help of the Pangu engine, the caved in was very realistic, and Chen Mo was very satisfied.
Chen Mo came to the fridge, opened it, and took out a can of drink.
He walked around the room, drinking the drink.
When he passed by the trash can, Nathan Drake threw the drink into the trash can.
This action was automatically triggered by the system. There were many details like this in the game.
Including the character's habitual movements, walking, sitting, and lying down, they were all exactly the same as Nathan Drake.
In the game, the players were 'acting' as Nathan, so all of their habits and actions were based on Nathan.
Chen Mo hoped that these detailed actions would allow the players to better immerse themselves into Nathan Drake's life, observing everything from his point of view and habits, subtly creating a sense of immersion.
Chen Mo sat down in front of the TV and controlled Nathan Drake to pick up the controller in front of him.
In the original game, Nathan picked up a PS1 controller and played a few rounds of Young Wolf, but in Chen Mo's version, it was swtich.
Although it didn't feel right to Chen Mo, Sony and Nintendo merging into one wasn't something that would happen even at the end of the world.
But for the players of this world, it was a smile. After all, this was something that belonged to Thunderbolt Entertainment.
Let's just treat it as an advertisement for swtich.
Chen Mo stood up from the sofa and went to the attic.
There were some collectibles from the first three games of the Uncharted Waters series, collected by Nathan Drake during his adventures.
If the players had played the previous games of the Uncharted Waters series, these collectibles would be a nostalgic element that would make the old players smile.
However, it didn't matter if the players of this world didn't play the previous games, as they would keep the players in suspense. When the first three DLCs were released, this would be one of the reasons why the players would continue to buy the games.
Chen Mo randomly picked up a skull and played with it in his hand.
In the game, the players could use Nathan's hand to observe many things, including mementos and notes. They could also turn the mementos around according to their will.
There was a very slight sensation in his hand, as if he was really holding something.
Chen Mo had also arranged for someone to adjust the feel of the hand. Depending on the object being held, the hand would feel slightly different parts of the hand, giving the player a more realistic feeling.
Chen Mo walked around the room a few more times, checking every detail before exiting the gaming pod.
"How was it, manager?" Qian Kun asked excitedly.
Obviously, he was also impressed by the quality of the game.
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