YY let's dive into VR games

I played two niche stealth games a long time ago, namely " Warp " and " Mark of the Ninja ", and I fell in love with these types of games, but not much to my taste, MGS5 is one of them. I recently played it again The other two dived into the game: " Aragami " and " Dishonored ", and found that these two games have one thing in common: the movement in the game frequently relies on teleportation. Because I am working on a VR game project, I naturally think of VR.

Anyone who has experienced VR knows that it is easy to get dizzy when moving. For game designers, it seems difficult to design a game that cannot walk. This seems to be a flaw, but it can also be alleviated or even reduced by some design means. Avoid this phenomenon: such as teleportation movement, such as third-person perspective, such as driving/flying, etc. In the first half of the year, the teleportation movement that was complained by some people has almost become the standard of first-person VR games, such as "Robo Recall" The experience is very cool. Although there are also excellent third-person VR games like "Edge of Nowhere", but after all, at the expense of reducing immersion, the charm of VR games has not been exerted. Therefore, starting from the pre-research of VR games , I have been thinking, what kind of game can reflect the characteristics of VR?

When playing MGS5, a good headset is a must. The sound recognition inside is very important. It is often necessary to listen to footsteps through the wall. In VR games, the 3D sound effect is enhanced. On the one hand, by turning the head and slightly Moving, we can easily locate the direction of the sound, and we can judge the height more than before, because our head can be tilted; on the other hand, the immersion of VR requires spatialized sound effects, sound reflection/occlusion, etc. The effect has gradually become popular in VR games. Therefore, the gameplay of listening to the sound and identifying the position is one aspect of the VR game experience that surpasses the traditional 3D game experience.

Another charm of VR, that is vision. The scenes created with energy can be real, giving people a very strong sense of immersion, which makes the experience feedback of horror games magnified in VR. This is when playing "Edge of Nowhere" The feeling is relatively deep, although the horror of this game is general, but the psychological tension of sneaking past the monster is particularly strong. Therefore, VR games will be stronger than traditional 3D games in terms of environmental atmosphere and psychological impact.

After clearing "Aragami", I thought that the teleportation in it was too suitable for VR. Because in first-person VR games, as long as you move continuously, people will inevitably become dizzy, and teleportation is much better. But teleportation will cause game designers to suffer It is also a challenge for the world view. Then I played "Dishonored" and found that the transmission of these two games is the same. Then I based on some elements of these two games, YY a VR sneak into the game how to play:

  • To move using teleportation, the protagonist is a fantasy setting with superpowers. If you use RoomScale equipment, you can add some local area movement
  • Like these two games, climbing and jumping is solved by vertical teleportation, which will also bring a novel experience
  • Judging the position and actions of invisible enemies by listening to the sound and identifying the position, and then with the special function of perspective, it is fun to think about it
  • During the game, the height of the headset is used to simulate hiding and peeping behind the bunker, but in this case, you may need to squat to play, as long as the venue allows it, it is not unacceptable, and the sense of presence is stronger
  • Shooting of firearms/crossbows is very interesting in VR. It is like playing a real gun with the somatosensory controller. This is an attack weapon.
  • Because of the existence of somatosensory controllers, swords can be played like cutting fruit, chopping any object from any angle. It's a bit like the feeling of " Metal Gear Rising: Revengeance ". This is technically demanding and needs to deal with Mesh. Simulation of cutting and physics.
  • Darts/grenade props, it is fun to throw them out using the somatosensory controller, that is, the strength and direction are determined by the waving of one's own hands, then the landing point depends entirely on the feel and technique
  • Some ladders/ropes, etc., can also simulate the feeling of climbing and fear of heights like " The Climb "
  • Like "Dishonored", it can be attached to small animals, which is more interesting in VR. You can observe/drill holes/fly from the perspective of small animals, and the VR game engine can dynamically adjust the scale of world units to achieve this Features are also easier

I've been blinded so much for a while, but if you want to make games like this, a reliable level designer is the core, and there seems to be no such person in the circle I can reach. Most domestic planning is based on numerical values ​​-_-

PS: There is a job vacancy in the group recently, VR game client development, UE4 engine, I hope people with skills in interaction/physics/network/animation/rendering will join us and explore the next generation of game technology together.

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