Chapter 1190: We are not devil

Of course, this focus has both good and bad. On the good side, for "Death by Day", it has indeed become a big dark horse.

As a horror game, nearly 8 million copies of Dream Memory are sold on all platforms worldwide.

If it weren't for the battle royale "PlayerUnknown's Battlegrounds", "Death by Daylight" should be regarded as the most phenomenal multiplayer game of the year.

The bad thing is that the balance of this piece is not perfected in "Death by Daylight". Therefore, after the experience of a horrible, tense and trembling atmosphere in the previous period, players will have a problem with various maps and the butchers in the game. A habit.

Then the flaws hidden behind this like "Evolution" will be exposed.

When the player is familiar with the interactions that the map can do and learns some skills, the weakness of the butcher's side and the strength of the human are highlighted.

Human players have reached advanced levels and learned the corresponding skills, and some of the cooperation has disappeared.

Stuck the terrain and use skills to flow, but the butcher can only be walked in various ways.

Because the core point of "Death by Daylight" is to make players feel the atmosphere of horror.

Become a victim who has been entangled all the time in acting panic, screaming again and again, every step of the decision is with fear that the end is coming.

And the one who plays the role of the butcher can enjoy the pleasure of cats and mice, and maximize the substitution into a role of life and death.

So when the player feels scary about the content in the game.

You will feel that this game is very appetizing.

But when players are accustomed to the horror atmosphere in the game, they can even ridicule that this game is a mode in which the farmer and the four power thieves fight wit and courage.

Unless gamers like this cat-and-mouse gameplay mode, most players will have an idea of ​​how the game environment suddenly becomes so bad.

Because at this time, the player's focus has changed from the atmosphere experience brought by the game to the experience of winning and losing.

But anyway, for horror games, this kind of asymmetric cat and mouse game is indeed a brand new way.

At the same time, from Yang Chen's point of view, some new models can actually be tried in "Dead by Daylight".

For example, "Winter Project" and "AmongUs" are more simplified werewolf killing mode games.

In the horror mode, the player can act as a ghost and hide in the player community.

It also matches the unique experience of VR mode and brain-computer interface.

Some balance-oriented issues can also be partially resolved.

And it can also make the player more immersed in the horror atmosphere of the game experience.

Of course, there are still many places in the game that need to be processed.

One of the most direct points is the **** picture.

Like the GHS in the game, Yang Chen has always believed that these can be some flavoring agents in the game, but they should not be a major selling point.

Just like in "The Witcher: Wild Hunt", Geralt plays some indescribable little games with Yenapha and Triss.

This is to create a direct feeling for the player.

Because in the game, Geralt will do some very dangerous things for Yenefa and Triss.

This is because Yennefa and Triss are very important people to Geralt.

And how to show this in the plot of the game?

In addition to the textual performance of the game itself, this relationship is obviously also a way.

The same goes for blood.

Blood in certain places creates a sense of fear for players.

But this fear is actually more of a physical fear.

Most Western-style fears are basically plasma-based.

But the most frightening thing is not the **** picture, but the gloomy atmosphere.

For example, "Silent Hill", "Escape" and "Resident Evil" the tyrant uncle's leather shoes are all caused by this kind of psychological fear.

On a gloomy night, at three o'clock in the night, holding a mobile phone and watching under the covers.

The screen of the mobile phone darkened inexplicably, and the electricity in the entire community was shut down.

There was a violent storm outside the house, and pattered raindrops hit the windows.

At this time, your closed door creaked and pushed open, accompanied by a wave of seemingly non-existent footsteps.

Suspicious, this kind of psychologically born fear is the most scary.

In the operation of VR mode and brain-computer interface, this kind of horrible atmosphere can be rendered to the greatest extent.

Of course, if the two are added together, it is the happiness of 1+1=3.

Still the above scene.

When the seemingly non-existent footsteps stopped by your bed, you in the blanket had a trace of fear and curiosity.

When you secretly opened the quilt and prepared to take a secret look.

A flash of lightning outside the window illuminates the room, and you find a pale and blood-stained face, with a weird smile facing you, and a gloomy word in your ear: I finally found you.

This is the so-called happiness of 1+1=3.

Of course, in the actual game experience, Yang Chen was not prepared to do so.

After all, what he hopes is that the player can feel the thrill of the horror game, rather than really want to scare the player out.

"Probably these elements, we are not a devil either." Following Lin Jiayi, Yang Chen narrated the feeling that he wanted in the multiplayer mode. Yang Chen smiled after the words fell.

"Some changes have been made to the background in the game, such as the tyrant, the nurse lady, the triangle head, and the dean of the mental hospital. In addition, it can also be linked with the characters in some classic horror movies and comics. The authorization of these IP characters is basically It’s not too expensive."

Yang Chen then discussed with Lin Jiayi a direction for making multiplayer horror games.

"The maps in the game are basically ready-made. Many maps in "Resident Evil", "Escape" and "Silent Hill" can be uploaded, including the scenes in various classic horror movies. It's mainly a balance between the asymmetrical gameplay." Yang Chen looked at Lin Jiayi and talked about some key points in "Death by Daylight". UU Reading

In addition to a mode of werewolf killing, Yang Chen also seemed to be more suitable to join it.

Adding some party attributes to it can also reduce the fear of some players.

Horror multiplayer games, especially on the VR platform, this is very important.

Why do many people watch horror movies in groups, even if they don’t go to the cinema?

It is because there is a living person next to him who can chatter and reduce his fear when he is afraid.

This is also part of the success of "Death by Daylight".

Pursue the thrill of terror, but one person is afraid.

The player is so complicated.

The multiplayer mode is to meet the needs of players.

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