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Home > Fantasy > Almighty Game Designer > Chapter 870

Chapter 870

Words:1665Update:22/06/20 13:08:33

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Chen Mo's new game hadn't even been announced yet, and the players were already looking forward to it.

'Predicting Chen Mo's new game' had become a routine for many players every few months. Although no one got it right every time, but … wasn't it more worth guessing?

At the same time, at the middle of the year, there were all sorts of games being released.

There were linear games and open world games, but there were far fewer open world games compared to previous years. There were only two decent games from the beginning of the year, and one of them was Chen Mo's Assassin's Creed.

On the other hand, there were four or five good linear games this year.

Although Chen Mo didn't reveal any information about the new game, there was a keyword, which was switch.

Many people speculated that since it was a pro game, it would be a linear game.

A pro game … would most likely be a linear game.

From previous experience, the performance of the switch was far inferior to the VR gaming pod. After all, the switch was a portable handheld, while the VR gaming pod was huge. There was no comparison between the two in terms of graphics and performance.

Everyone bought the Switch because it was cheap and portable, but it was impossible to compare the experience and effects of the Switch with the VR gaming pod. After all, one cost more than two thousand yuan, while the other cost tens of thousands. The price difference was dozens of times.

Therefore, porting a game like Dark Souls to the Switch would require a lot of resource adjustments and emasculation. Although the gameplay was the same, all aspects of the experience would be greatly reduced.

Moreover, Assassin's Creed wasn't ported to the switch, as it was too big.

The flow of Dark Souls was relatively fixed, and the excellent level design minimized the amount of resources needed for the game. It also didn't have that many cool special effects and extreme art effects, which was why it could run smoothly on the Switch.

If a game like Assassin's Creed: Origins was ported to the switch, it wouldn't be impossible, but the experience wouldn't be as good as Swtich's version of Dark Souls.

In order to maximize the performance of the switch, a linear game would be more resource-efficient.

Moreover, Chen Mo was good at linear games. Even though Silent Hill was a niche game, it still showcased the advantages of a cinematic game, let alone last year's US Apocalypse.

Everyone was scared shitless!

However, there were also people who suggested switching.

Was the introduction of Pro meant to port more and better games onto it?

Maybe it's a game like Assassin's Creed: Origins?



While discussing Chen Mo's new game, a topic went viral.

This question first appeared in some video game designers' internal groups, and quickly spread to forums, Weibo, and Q&A websites.

The title of the post was, "Do you want to join Thunderbolt Entertainment? Try to answer this question! "

Needless to say, this author was well versed in the essence of clickbait. Just this title alone caused a lot of people to crazily repost it.

Not only the players, but many designers were also discussing this issue in their internal chat groups.

"Design a unique combat system around the 'environmental interaction mechanism'."

No matter if it was players or designers, everyone wanted to join Thunderbolt Entertainment. After all, it was the only top company in the country, and the benefits were great.

Moreover, even the designers who were happy with the current situation and didn't want to join Thunderbolt Entertainment were curious as to what Chen Mo's questions would be like.

According to the poster, this was the final question of the video game design contest, and was asked by Chen Mo himself. Those who answered it well would be able to enter Chen Mo's latest project.

In the Q&A community, this question instantly became a hot topic. There were thousands of answers, and there were even many well-known first-line designers in the country who answered.

"If it was you, how would you design the 'environmental interaction mechanism' that Chen Mo requested?"

Many people expressed their opinions on this question, and a few highly praised answers had the same opinion, saying that this could be the next direction of Chen Mo's development.

There were also a lot of people who came up with good designs, and received a lot of support. Some designers even considered putting their designs into practice.

However, no one knew what Chen Mo's standard answer was.

Some people had questions, and secretly asked the poster if it was okay to reveal the questions.

The poster replied, "It's okay, the questions in the design contest aren't confidential."

Chen Mo didn't really care about this, as it was a very vague question. Who could come up with a chemical engine system based on the words' environmental interaction mechanism '?

Even if someone thought about it, The Legend of Zelda would have been done before he even started on the project.

It was good to let the topic out, and give people some time to think about it.

You guys wouldn't be able to guess it anyway.



In August, news of all sorts of big projects was released.

There were promotional images, game information, promotional videos, and even demo videos.

Chen Mo didn't want to be left behind, and released …

The name of the game and a concept image.

Many players were shocked. Chen Mo was getting better and better at fooling people. A name and an image, and that was promotion?

Moreover, many players were confused when they saw the image.

What kind of style is this?

On the right side of the screen, there was a male character in a blue shirt climbing a cliff, and the main part of the screen was a beautiful view from afar.

The sun shone through the clouds, casting a layer of afterglow on the mountain in the distance, and a volcano could be vaguely seen in the distance.

Looking closer, there were towering towers, bridges that spanned across the lake, hills, fields, forests, shrines …

There were no problems with the layout, and the scenery was quite nice. The only weird thing was …

There was a strong sense of card ventilation.

It wasn't just the color scheme of the entire image that had card ventilation, even the main character's design, style, clothing, and movements were all filled with card ventilation.

Of course, it wasn't the childish card ventilation, it was closer to a Japanese style, or rather, the entire environment felt like a gouache painting.

But no matter what, it didn't have anything to do with 'realism'.

Many people were confused, did Chen Mo … change the style?

From what they could remember, Chen Mo rarely made games that had card ventilation, of course, Plants vs Zombies didn't count …

Looking at the recent games, whether it was US Apocalypse or Assassin's Creed, they were all focused on detail and realism. This was also the trend in the game industry. They wanted to make the games as detailed as the real world.

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