How popular was Minecraft in Chen Mos previous world?
In a nutshell, it is the most successful indie ga in terms of popularity and business bar none; its the second most sold ga in the world, exceeding 100 million copies, second only to Tetris.
Upon considering 2009, the year when Minecraft was released, there were already quite a few decent PC and console gas, it was nothing short of a miracle to be able to achieve success like that.
Moreover, Minecraft could and was ported to PC, console, tablets and mobile.
There are so more numbers that could back up this incredible popularity.
In 2014, Mojang the studio responsible for Minecraft was purchased by Microsoft with 2.5 billion USD.
Minecraft had over 4.31 billion views on Youtube.
There were over ten million players joining the beta test, making it the most popular ga in beat.
Ordnance Survey of Britain recreated the entire British Isle with twenty-two billion blocks.
What mysterious power did the ga have to be able to attract so many players?
To put it simply, Minecraft dramatically decreased the difficulty of making a 3D object on computers.
Many have had ideas of creating their own space/world. They might realise it through sandcastles, Legos, or paper mache when they were younger, and use gas to do that when they get older.
There are many ways to create a virtual world on the computer, but traditional 3D softwares possessed a steep learning curve, and many didnt have the patience to do it from scratch.
And Minecraft was a way for the vast majority to easily create a 3D world.
They just had to put the block down.
There was no need for materials, textures, rendering, terrain, vegetation, or particle effects. All you had to do was place down the block you chose.
The blocks in Minecraft were all 1m*1m*1m, so players wouldnt find themselves losing perspective in the virtual work, and the finished products would be more believable too.
Moreover, Minecraft wasnt just a thod for creating worlds, it had really rich gaplay as well.
For Chen Mo, porting this ga to VR was sothing really challenging, and really aningful.
After having gone through the design docunt, everyone started working. Chen Mos ntion of tech-trees, artstyle, and the ga modes were enough to keep them occupied for a long ti.
There wasnt anything to use as reference after all, how would you approach a ga that was similar to Leggos? What would it look like? How do you deal with details?
This was sothing everyone had to think long and hard.
Chen Mo went back to his office on the second floor of the experience store and started looking into the restrictions he had making VR gas.
The Illusion Ga Editor supported VR gas, but the ways of making a ga were much different than PC and mobile gas.
As an A-grade videoga designer and an honorary mber of the Ga Committee, he had plenty of rights in the Illusion Ga Editor and could start working on VR gas.
Chen Mo had already looked through the process of making VR gas since he beca an A-grade videoga designer, he just wanted to look through it again.
Chen Mo had experienced VR gas himself, through Earth Online. Simply put, VR allows players to upload their consciousness into the VR gaming pod, and was able to receive feedback from it too.
The VR gaming pod replaced the needs for inputs/outputs such as keyboards, mice, and displayers, bridging the gap between consciousness of the player and the virtual world.
The gaming pod is also able to analyse the consciousness of the player.
For example, if the player wants to reach their hand out to grab sothing, the gaming pod would be able to recognise that input and turn it into an action within the ga, allowing them to pick up that object in ga.
It was a similar case with walking, climbing, jumping, shooting, all of which were done in the sa way.
Theoretically, the VR technology of this world could analyse any intentions the player has, but it was up to the designers to translate them into actions in gas.
In a cold weapons ga, the player could think out pulling the trigger in ga, but the ga would reject as such an input shouldnt happen.
Whichevers input to support were all up to the designers.
If you were a soldier with a gun in the ga and wanted to place the gun beneath your feet, but the designer didnt intend for such an interaction, nothing would happen.
It may sound weird, but it was sothing players get used to after playing a while. (Just like in AAA titles where you could only do whatever the story has you do.)
Therefore the more actions the designer planned for, the more freedom the player had, the more things they could do, the more real the ga would feel.
With that ant a greater hardware demand and a more tiring gaming experience.
This was also why RTS gas werent common in VR.
No advantage in terms of graphics.
Huge resource demand.
It took a lot out of the players, aning they couldnt play it for long.
For example in a VR RTS ga, the player would need to select units and what actions they would perform constantly while thinking about their tactics. This was extrely taxing on the players.
Even though it was the sa on PC, players had to do all of the sa things, but everything was done using mouse and keyboard, and a lot of it could be muscle mory, decreasing the load on the player.
Therefore, so VR gas would intentionally simplify so actions to prevent tiring the players out from repetitive actions, and in turn extending the amount of playti.
For example, in so VR gas, all attacks and punches, with no input into which direction, angle, or strength in order to simplify the number of actions which in turn reduces the demand on the players.
Moreover, VR gas are able to stimulate all senses, including sight, hearing, sll, and touch.
The visual signals transmitted to the players are just like the 124 bifocal nature of humans, with around 25 of focus, just like real life.
Hearing and sll were also transmitted to players to stimulate real life sound and slls.
Next were the differences of design concepts in VR.
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