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Chapter 98

Words:1577Update:22/06/20 13:05:32

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The settings in the game were also strictly based on reality. You'll get a ticket for driving, you'll be fined for not using the crosswalk, and you'll have to pay for a hospital bill if you get injured.

Of course, the only good news was that you won't die in the game, at most you'll faint and wake up in the hospital.

The game was designed to make up for the shortcomings of the players in the real world, as well as to maximize the benefits of VR games.

Chen Mo went out and took a look around. Indeed, everything was very similar to reality, but there were some details that reminded you that it was all fake.

For example, the player's body wasn't as delicate as a real human body, but more like a CGI from his previous world. Although it was still realistic, it was obvious that it was CGI.

This included walls, tables, cars, street lights … Although all of these were very detailed, it was obvious that they weren't real objects, but CGI.

However, Chen Mo was quite surprised that they were able to do this.

Of course, although the name of the game was Earth Online, it was only a gimmick. The developers wouldn't have actually made the entire Earth.

In reality, "Earth Online" only covered one city. It was about the same as the map of "GTA 5" in his previous life, just slightly larger.

The amount of resources consumed to create a virtual city was already extremely terrifying.

Chen Mo exited Earth Online after a bit of testing.

He didn't leave the VR pod, but tried out another VR game, Legend of the Sword.

This game was Zen Entertainment's flagship product, and one of the best VR games in China.

Chen Mo also tried it out. The game was basically a Xianxia MMORPG ported to VR. Other than the feeling of flying on a sword, the combat system and playstyle were quite average, around the level of a normal MMPRPG.

After trying out seven or eight popular VR games, Chen Mo opened the VR pod and exited the VR pod.

A bit tired.

Chen Mo felt a bit tired after playing for more than four hours, but at least he didn't have any headaches or dizziness.

This was one of the problems with VR games. As the player had to be completely immersed in the game, they had to be highly focused. The player's brain was constantly receiving a huge amount of information, therefore the fatigue of playing VR games was no different from going to work.

In some key battles or events, players' concentration would be much higher than in reality.

Therefore, the manufacturer of the VR gaming pods required every player to play for a maximum of eight hours at a time, after which they had to rest. Every time a player went online, the game capsule would detect the player's brain activity. If the player's brain was in a state of fatigue, they wouldn't be able to enter the VR game world.

This was also for the health of the players.

However, this also exposed a problem with VR games. It was tiring, much more so than PC games.

Many people could play computer games overnight. Many internet addicts could even play for more than ten hours at a time. They would wake up alive and kicking as if nothing had happened.

However, this was not the case for VR games. VR games would force players to disconnect. If players were allowed to play for more than 20 hours, their health would definitely be affected.

This was also a problem that couldn't be solved with current technology, which severely limited the development of VR games.

Most players had to go to work. After a tiring day at work, they had to do housework and rest well at home. They could only play VR games for two to three hours on a weekday.

They might have more time on weekends, but not by much. After all, it was getting harder and harder for adults to have a relaxing weekend.

It was because of this that many people would choose PC or mobile as a form of entertainment in their spare time, as VR games were more tiring.

As for the rich and free people, they had plenty of entertainment, such as planes, yachts, banquets, and so on. They wouldn't be so addicted to VR games and virtual worlds.

There was still a long way to go before VR games could completely replace PC games due to these various factors.

Or rather, it was impossible to completely replace PC games with the current technology.

In this world, VR games were indeed sensational when they first came out, but after a while, they were nothing much.

It was just like how the players were excited when the first AAA game came out, but as more AAA games came out, the players started to get used to it.



According to Chen Mo's research, the impact of VR games on PC games in this world was mainly in the following genres.

First, action games (ACT), FPS games (FTG), and VR games (FTG).

These games emphasized on the real experience, and were basically extinct on PC, giving way to VR games.

After all, shooting on the computer and shooting in a VR game were two completely different concepts. The difference was too great.

Second, adventure games (AVG).

Needless to say, the scenery seen on the computer and the scenery seen in VR, the concept of rock climbing and surfing on the computer and in VR were not the same at all.

Third, RPG games. These were also impacted, but not as much as the first two. This was because RPG games didn't completely rely on the real experience, as social interaction and world structure were also very important.

RPG games focused on 'acting', so the world structure was very important. VR games used up a lot of resources. The same amount of resources could be used on PC to create a game world ten times bigger. In terms of richness, VR games couldn't completely crush PC games.

Moreover, many video game companies would test the waters with a PC version before developing a large scale VRRPG game. They would only invest in VR if the results were good. There were also many RPGs that were dual-platform, able to be played on both PC and VR.

Therefore, there were quite a few RPG games on PC, and they were doing quite well.

Fourth, strategy games and business simulation games. These games weren't impacted much by VR.

This was because there were too many areas for players to control, and they had to play from a bird's eye view. Making it into a VR version would only make it feel better to have a full view of the game, unlike the previous genres, where the game experience would take a huge leap forward.

Moreover, there was too much investment in VR games. It was better to make VR games in the previous genres, it was too much of a waste to make strategy games or business simulation games.

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