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This ending What the hell is this!!

Xue Lin was shocked. She thought that the male protagonist had finally walked out of the shadow of his wifes death after so many years of torture, but he was going to commit suicide?

This ending was too depressing. The main character only had two choices. Either he would drown in the nightmare of his wifes death and never wake up, or he would commit suicide?

Lin Xue felt that she was in a bad mood. After playing this ga, she wanted to just give up and go out and listen to a crosstalk to ease her pain

Many of the designers who had participated in the design competition had bought the ga as soon as they could. They were quite curious about what Chen Mo ant by better vision restriction.

Then, when they started playing the ga, they suddenly realized that the so-called vision restriction didnt have to be a traditional visual restriction. It could be expressed in other ways!

The traditional visual limitations had already been excavated, and there were only a few of them. The players were getting tired of it.

For example, they could limit the players field of vision through darkness, create unexpected dangers through narrow spaces or open doors to kill.

And around these visual restrictions, through so special ans of removing visual restrictions, players could create a terrifying experience of tension and relaxation.

For example, the dark scenes and night vision caras in outlast were a classic practice that many horror ga designers had learned from.

However, suffocation had a unique way of making horror gas, which was a victory in creativity.

Was suffocation a difficult ga to make?

The video ga designers realized that it wasnt difficult at all.

Horror gas were actually a type of ga that tested the art. The more realistic the scenes were, the more terrifying the atmosphere would be for the players.

In order to give these video ga designers a fair environnt to compete, Chen Mo even opened up Thunderbolt gas art material library for them, allowing them to use any high precision horror ga art material they wanted.

Without the art materials, the horror gas made by the designers would be very eye-catching, and so of the better ideas wouldnt even be reflected.

Imagine if the art scenes in outlast were all simple and crude, the monsters movents were stiff, and the graphics were simple and crude, how much horror would there be left

However, suffocation was a ga that didnt rely on art material. All the scary levels were presented with simple lines. It was the crudeest horror ga in history.

These video ga designers knew that for a video ga designer like Chen Mo, he had almost unlimited resources, and could use the best art materials to create a high-quality ga.

But what about new designers? It was too difficult to create a good quality and innovative ga while saving as much resources as possible.

Chen Mo didnt use the ga to show off, nor did he make it too fancy. Instead, he used the least resources and the most novel ideas to tell all new designers how to design a ga based on their own situation.

A lot of people had felt it when they played the ga. It seed to give people a completely different horror ga experience.

Although he couldnt exactly tell what was different, it was indeed very different from other horror gas.

After experiencing it for a while, these people ca to a sudden realization.

It was because of the sound of the ga.

In other horror gas, the sound was just used to enhance the atmosphere.

For example, in outlast, different scenes would have different sound effects.

In a quiet setting, the player could clearly hear his own footsteps. His mind would be highly tense, and any slight movent could make him feel a burst of fear.

When being chased by monsters, the players could clearly hear their own rapid breathing and heartbeats accompanied by the intense background sound and the howls of the monsters. This would make their adrenaline surge and make them feel extre fear.

However, suffocation was unique. It used the sound that was used to set off the horror atmosphere as a way for the players to understand the surrounding environnt. It was equivalent to combining sight and hearing.

The players were faced with a choice at all tis If he didnt make a sound to explore the way, he would be drowned in the darkness and it would be difficult for him to move. Making a sound to explore the way was against the self-defense instinct of humans, and it might attract monsters in the dark.

This unique visual limitation had given the ga a series of unique playstyles. It was no longer a simple parkour ga, but a combination of puzzle-solving, exploration, and parkour. At the sa ti, it combined a unique art style to provide players with a completely different horror ga experience.

Moreover, this ga was perfectly compatible with the features of the next generation of vr.

The players could make any sound in the ga, whether it was talking, coughing, or knocking on the wall. All of these sounds could be used to explore the way.

This way, the players sense of imrsion was further enhanced. He could even see that the volu of his voice affected the range of the sound wave exploration. Every ti he made a sound, he had to be careful and careful, unlike other horror gas where he just had to hold it in and not make a sound.

Of course, if soone were to ask if suffocation was a horror ga that surpassed the classic horror gas, they would be able to imagine the horror ga.

Obviously not.

Out of all the horror gas Chen Mo made, suffocation was the simplest and least scary one. It couldnt even be compared to outlast or Silent Hill.

However, the main reason Chen Mo made this ga was to show all new video ga designers the infinite possibilities.

A new videoga designer would be limited by resources and would not be able to make a good ga?

Of course not.

Using the available resources, excavating ones own imagination and creativity, as much as possible to play to ones strengths and avoid shortcomings, and making ones work the best, this was what a designer should do.

Or rather, what was an outstanding designer?

It wasnt a good hand of cards, but a bad hand.

An outstanding designer could make up for any shortcomings with excellent creativity and create works that surpassed the tis. This was the most attractive part of the ga design industry.

The designers who participated in the competition sighed. The big boss was indeed a Big Boss. They couldnt beat him even if he destroyed his own martial arts

This feeling was like in so fantasy novels, where the big boss said,Ill suppress my realm to fight you, but after the fight, he realized that he was still crushed!

What should I do? I feel like I can never reach salents level in my life Sigh.

So of the designers who participated in the competition felt that they had never doubted their lives as much as they did today

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