Rebirth of the Game Pioneer

Chapter 419 The potential of sports games in the field of VR

Chapter 419 The potential of sports games in the field of VR

After "PUBG Mobile" was launched, Gu Feng exhausted all the accumulated points, and his level and numerical level were finally raised to level 10.

After 10, there is no longer a percentage in the brackets, but a "Max". There is no doubt that level 10 is the maximum level that the system can improve to.

As the saying goes, there is no limit to the sea of ​​learning. Gu Feng did not think that he would be unable to improve after reaching the maximum level.

Although he felt a little regretful that he could no longer rely on the system to improve, but today, since his level has been stuck at level 9 for the past two years without any change, he has gradually got rid of his dependence on the system, learning and thinking by himself, even without a system With the help, he could faintly feel his improvement.

The leveling up of levels and values ​​this time is very critical. The application of rules found in Chuxin’s self-developed engine is relatively limited in Tiandao. One reason is that the engine needs to be tried slowly for the first time in actual use. Another important reason is that Numerical instability brought about by infinite possibilities.

The so-called numerical instability can be explained straightforwardly. Take skill creation as an example. Since skill creation theoretically has unlimited possibilities, if no restrictions are imposed, will sooner or later in the future there will be powerful skills that are too OP and affect the balance of the game too much? No one knows.Although it has not occurred now, this situation that may occur at any time in the future is also a potential risk.

Now that potential risks like this have been identified, we naturally cannot wait until they actually occur in the future to solve them. How can we solve them?Cut off the effect or cut off the value?Players have finally figured out their own skills, but because the game developers themselves did not do a good job in risk identification, they cut them off at will. What should the players think?How can officials convince the public?
Of course, this is just an example. Since Gu Feng dared to do this in Sky Knife, he naturally thought of a way to avoid such risks. The system will conduct real-time difficulty evaluation based on the player's moves. Once the score obtained by the difficulty evaluation reaches If the minimum value of a self-created skill and the overlap between the skill and the actions of an existing skill does not exceed 85%, it will be deemed as a passable self-created skill.

For the actual effects of self-created skills, the system will have a complex calculation formula. In this formula, there is a difficulty coefficient value related to the difficulty of the skill, and a value coefficient value related to the special effects of the skill.

The so-called value coefficient value can be simply understood as the tactical application value of the skill effect in actual combat. Taking the League of Legends as an example, it is easy to understand. Stun for one second and imprison for one second, single target control and group control for one second. One second, one second of directional control and one second of non-directional control, also cause a one-second control effect on the enemy. The tactical value of one second of control caused by different skill effects can be very different.

Based on the difficulty coefficient value and the value coefficient value, the system will calculate a final value of the skill, and this final value is expressed in the specific value of the skill and its special effects, how lethal it is, what gains and debuffs are generated, and what the gain effects are. How effective is the debuff.

And this final value is not the actual effect of using the skill. The real actual effect needs to be calculated based on the actual strength, speed, impact angle and other values ​​when used.

Through this algorithm, no matter what kind of skills the player creates, the system can calculate a more reasonable final value. The more powerful the skill, the higher the difficulty of implementation, but this value will not be high enough to affect the balance. This is the balancing strategy used in Sky Sword.

It is true that the saying that the higher the difficulty is, the more powerful it is in reality, but unless the physical and chemical rules in the game can be fully adapted to reality, the current approach is the safest approach for the time being.

However, although the problem of skill numerical balance in Tiandao has been solved, if the engine wants to improve, it will inevitably face more numerical problems that are more difficult to solve in the future.

Originally, these needed to be explored slowly and gradually. It was inevitable to take some detours and make some mistakes during the process. However, as Gu Feng's numerical level has now increased to level 10, his understanding of numerical values ​​has improved to a higher level. Some of the problems that troubled them suddenly had some solutions.

With these solutions, Gu Feng estimates that the second-generation engine can be developed at least a year and a half earlier.

In mid-May, the new game "Hot Blood Football" developed by the Wenmeng project team was launched.

Back then, when Gu Feng saw the name of her game for the first time, he was stupefied for a long time. Only after he understood it did he realize that this hot-blooded football is not that hot-blooded football. It’s more like a VR version of FIFA.

Gu Feng also specifically asked Wen Meng why he was called this name. Wen Meng's explanation was that many people around the world actually have a football dream. They don't play football not because they can't play or don't want to play, but just because. There is no time to play, no venue to play, no friends to play with, and no fear of accidental injury. Therefore, many people obviously have a passion for football in their hearts, but they rarely or never play, so they made VR In the game, players can release their passion without worrying about injuries. Everyone can show off their skills and understanding of football.

It has to be said that Wen Meng now has a very keen insight into the game market. The previous market performance of sports-type games has been tepid, which is a typical example of more than the top, less than the bottom, and there is a big leader in supporting this category. Some of them are racing games, and there are also football and basketball games, but the audience is always just a small group of people, and the players themselves can feel it. After playing for a day, and waiting in line, some IDs are familiar to them.

The small number of people who can play does not mean that the true potential of this type of football is such. Hundreds of millions or even billions of people watch a World Cup. Even if you exclude those who simply follow the trend and join in the fun, the true potential of football is definitely not low.

But since the potential is not low, why is the number of players not satisfactory after the game is released?The fundamental reason is that it is difficult for computers and mobile phones to restore the feelings that various sports bring to people in reality. Take football as an example. A sport whose charm is all about the feet and head must be controlled by hands. It seems that It is also playing football, but in fact it is difficult for players to feel the feeling of real football. Therefore, except for hardcore fans, it is difficult for these games to attract casual players to play for a long time.

And by using the already mature VR physics engine technology, they can restore to the greatest extent the feeling of players running on the green field and fighting for victory. In addition to not having the effect of physical exercise, players can play a ball in the game. , there will be no other difference from playing a game on the court. Even compared to playing football in real life, playing football in the game has two real benefits: no fear of injury and no fear of tiredness.

Since there is no fear of injury or fatigue, players can play without any worries and play as much as they want. As long as the VR game cabin detects that the fatigue value does not exceed the standard, there is no problem even if they play from morning to night.

Because of this, just after listening to Wen Meng's brief introduction, Gu Feng saw the potential in it at a glance, and immediately held a small meeting with her to discuss the details of the game design.

(End of this chapter)

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