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Chapter 72 - Chapter : 71 : Self-reflection

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"Is it too scary? I think many players on the Internet have bought the game and haven't played it, and many players say that they can't refund the game," Luna said a little strangely.

The horror game is too scary, so the players feel timid.

Hearing this, John, still confused, was suddenly stunned, and it seemed quite contradictory. Isn't the horror game just supposed to be scary? But if you think about it carefully, it seems not unreasonable.

Anything too extreme is not a good thing. For example, if the dessert is too sweet, it will be off-putting, and if the chili is too spicy, it will be unbearable. Fear games that are too scary may not be played.

Also, as a horror game, even though it has a better experience than some movie interactive games, especially "Outlast", it can provide a good experience through streams and video viewing.

When playing by yourself, facing the ultimate horror, watching streams and videos will offer great relief. After all, the game is not played by yourself, and whether you watch videos or streams, you can have commentary and chat. The sense of fear that this brings is far less intense than personal experience.

Without speaking, John sat in front of the computer. He recalled the dream memory, comparing some horror games such as "Outlast" and "Resident Evil". John hadn't noticed it before, but after being pointed to this by Luna, he looked back and found a problem.

That is, the shock and fear brought by the better horror games that are made commercially are not the highest kind.

It's more than just pure fear; it's the fear of an unknown tension, such as the lack of materials in "Resident Evil" in the dream memory, and the tension in the next plot to doubt whether the materials in hand can pass smoothly, the unknown fear of a tyrant that may appear behind you at any time.

Slow action and rigid thinking. This is how John felt about the NPC, the tyrant when he was looking at his dream memory.

In "Outlast", in addition to part of the opening and killing, the most frightening thing is the lack of battery. The night vision camera runs out of power, and you wander into the dark scene.

It's not that game producers have no way to make games scarier, but when they make horror games, they need to grasp the psychological expectations of the market and players, so that the game can not only make players feel thrilled by fear but also not rob them of the courage to play.

With such a concept, John went to see some settings of "Resident Evil" and "Outlast" from his dream memory, only to realize it a little bit. Some details are entirely meant to take care of the player's psychology. The real mass-market horror game is not about being as scary as possible but about grasping a fine line.

When John produced "Outlast", he thought that some of the settings in the dream memory were defects due to insufficient funds or other reasons, but he did not consider whether it was intentional. Some details can make players feel more scared, not because they weren't found, but because for most ordinary players, making it too horrifying will intimidate them.

Having found this, John looked back at the evaluations of "Outlast" on the Internet, a game that's too complicated and realistic. In the beginning, it will make the player feel it's awesome, very fun, and even regard it as a classic. But it will also dissuade most of the players who usually want to be entertained, and such games often get a high reputation but remain niche.

Figuring out the game in John's dream memory, he found many similar examples. For example, there is a game called "EVE" in the space of Star Wars, and there is also a game called "Armed Assault" on a realistic battlefield.

The reputation of both, including the games' acclaim, is very immense, but in terms of player base, they can only be said to be niche. After playing most of them, players who were dissuaded by complex settings still praise them. More players will not choose to play but become passive observers.

"Outlast" is facing such a situation. Players give it a very high rating, and they are willing to watch others play but are unwilling to experience the horror themselves. There are even some players who, after buying the game to support John, don't play the game but instead watch others play it.

John, who knew what went wrong in the game, sat in front of the computer, documented a few keywords, and opened the previously completed "Resident Evil" GDD. He thought about it and deleted large sections. In addition to the background and the main gameplay, this GDD needs to be rebuilt.

Next to him, Luna watched John suddenly put on a smile, looked at the computer screen intently, rested her chin in her hands, and quietly looked at him with a little smile on her face. Then she suddenly thought of something, quietly took the phone out of her pocket, and took a picture.

While John was thinking about how to develop "Resident Evil", "Outlast" had fallen out of the top ten in the official game sales list. Many people on the Internet who observed the decline of John's "Outlast" also expressed their opinions.

And amid this discussion, "Ghost 4", released by Moondustries, was officially launched. The sales volume of 500,000 on the first day, Moondustries's ability to publicize, and the accumulation of fans of the series made the game feel like it had overpowered the previous "Outlast" as soon as it was launched.

But before anyone could praise it, on the next day, "Ghost 4" received poor reviews.

"It's the same old scary stuff, and then a ghost appears in the mirror. 'Ghost 3' was already broken; can't you create something new?"

"This plot is long and boring."

"It doesn't feel as scary as Outlast."

After playing "Ghost 4", many players vented on the Internet; this game made them feel a little disappointed.

Moreover, on the major streaming platforms, many streamers also found that when broadcasting "Ghost 4", the activity in the live room and the chat was much worse than "Outlast".

John also bought a copy of "Ghost 4" and tried it out, and after understanding one of the core concepts of horror games, he had his own opinion about this game. "Ghost 4" is quite good in terms of the game itself; smooth movements and exquisite graphics are all extra points.

Like most game series, the changes made in the game are too small, and elements of the plot are almost copied from the "Ghost 3" gameplay.

Although it's said that thanks to Moondustries's strong advertising ability, the sales volume of the widely distributed "Ghost 4" has successfully exceeded 1 million in one week, just a week after its launch, "Ghost 4" has already fallen on the sales list, and the momentum is no different from the previous "Outlast".

It's just that one had a good reputation, and the other had a bad one. This time, many people in the game industry, who were puzzled, finally concluded.

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