Chereads / We will start by healing the player / Chapter 158 - C159: This Is called a Conscience Designer!

Chapter 158 - C159: This Is called a Conscience Designer!

While Meng Zuo was chatting with Chen Xu, other game designers were also discussing the type of demo to develop.

One designer suggested, "I think creating a sports game with an extreme theme would be ideal. On one hand, it can test the interaction between the new engine and the VR device environment. On the other hand, the immersive mode of extreme sports can provide valuable feedback data."

Another designer added, "That's fascinating. By extension, we could consider action-adventure games—like mountain climbing—and introduce the experience of falling. This could also include high-immersion feedback when encountering wild beasts in the forest."

A third designer proposed, "What about horror games? Something like Chen Xu's Escape. If the goal is to test immersion thresholds, wouldn't horror games be perfect for that?"

"It's suitable," one acknowledged,

"But Escape is too gory. It works on the PC platform, but on VR, with that level of blood, it definitely wouldn't pass the trial."

"That's true," another agreed.

"But if you take out the gore, the horror intensity of Escape would drop significantly."

The group of designers exchanged various ideas, each contributing different perspectives on what type of game could achieve better test results.

Some leaned towards Chen Xu's approach—starting with horror games. After all, these are known for evoking the strongest emotional reactions in players. This was precisely why Chen Xu chose Silent Hill PT for the test.

The theme was fitting, and in his experience, this game had only ever existed as a demo. Despite being just a demo, it had terrified countless players who experienced it.

The looping scenes in Silent Hill PT created an endless sense of fear, a technique that inspired many subsequent horror games. Unlike the excessive gore in Escape, Silent Hill PT used minimal visual horror. Apart from the deformed baby in the sink and the unsettling presence of Lisa, the wife, the game relied on psychological horror rather than graphic imagery.

Silent Hill PT exemplified pure, oriental horror. It didn't scare players through explicit visuals, but instead evoked fear of the unknown. Players were left constantly questioning where the next scare would come from, resulting in a state of self-doubt.

It's akin to watching a horror movie at midnight when the lights suddenly go out, and a strong wind howls outside. You're alone at home but can't shake the feeling that someone is under the window, hiding in the closet, or standing just outside the door.

This self-suggestive fear was the essence of the Silent Hill series, and Silent Hill PT mastered it. The narrow corridor, the looping scenes, the eerie music, and subtle changes in the environment created a peak horror atmosphere.

Chen Xu was confident about creating this game. While it was guaranteed to scare people, he had to carefully study materials and consult game research experts to ensure it stayed within acceptable boundaries.

A horror game that doesn't scare people—can it still be called a horror game? Scaring players, whether in a good way or a bad way, is impossible under these circumstances.

This is not a game designed for general players. Instead, it's a demo created to test new VR devices. The test candidates are carefully selected, and during the testing process, both the VR equipment and the testers' physical functions are monitored in real-time. In addition to the VR system's monitoring capabilities, there's backup monitoring equipment as well. Special medical and emergency personnel are always on standby to ensure the testers' safety.

If a tester experiences intense physical or emotional fluctuations, the VR game warehouse system immediately interrupts the game. Afterward, the testers provide feedback, and the corresponding data is recorded and analysed by the VR game warehouse's research and technical teams. Safety is guaranteed throughout this process.

The idea of someone being scared to death by a horror game is often misunderstood. It doesn't mean literal fear-induced death, but rather refers to other symptoms triggered by emotional fluctuations.

The amygdala, a centre in the human brain responsible for fear, is essential for self-protection. When fear is triggered without clear confirmation of a threat, the amygdala's feedback mechanism becomes overactive, leading to the excessive release of adrenaline. This, in turn, accelerates the heartbeat, raises blood pressure, constricts blood vessels, and spikes blood sugar levels. Prolonged exposure to this state can overload the body and damage heart tissue.

However, a healthy individual with a strong heart wouldn't die of fright from a horror game. The only exception would be someone ignoring clear discomfort, enduring extreme fear without stopping, and pushing their body into a state of fatal overwork.

Given this understanding, there's no concern that Silent Hill PT could cause any harmful effects. Its design is bold and deliberate.

After registering the necessary content with the gaming department, Chen Xu and Meng Zuo exchanged a few words before heading back to Neon Games. The VR development prototype for Silent Hill PT will be delivered by the gaming department when ready.

For initial expenses, Neon Games will bear the costs. Later, after submitting the invoices and other necessary documents, the gaming department will review and reimburse the funds to the company account.

Back at the company, Chen Xu began drafting the design concept for Silent Hill PT. Since this is only a demo, the story isn't overly complex.

As for the game's Easter eggs, he decided to retain them. In the original Silent Hill PT, two standout Easter eggs gained particular attention. One is a male voice confession after clearing the final level, hinting at the irreconcilable conflict between Hideo Kojima, the game's creator, and his former employer, Konami.

There is also a string of mysterious numbers, 204863, mentioned in the game. These numbers, much like those in Metal Gear Phantom Pain, hint at the game's location.

For these two Easter eggs, even if the meaning of the parallel world's reference remains unclear, it still plants a seed of intrigue. While the current VR version of the demo won't be accessible to players, the game department plans to release related promotional videos in the future.

When players eventually get the chance to experience the Silent Hill series again, this Easter egg will likely hold a deeper significance, making them reflect on it with new appreciation.

Thinking about this brought a smile. Designing games requires attention to the player's experience at every step. This is what defines a conscientious designer!

After a deep breath, I continued drafting the design concept. Most of it had already been completed earlier in the afternoon. Meanwhile, the game department worked efficiently, and the VR prototype had already been sent over. Higher-level permissions for designers were temporarily unlocked.

Leaving the office, I headed to the project room where Yang Xin, Ruan Ningxue, and Qin Yi were fully immersed in creating Dark Souls: The Age of First Fire—specifically, its promotional trailer.

"Pause the art team's current tasks for now," I said as I entered.

"Ningxue, assign part of your group to work on a VR platform demo. It's a small task."

Hearing this, everyone looked surprised.

Ruan Ningxue's eyes widened. "VR!? Are we developing a VR game? Is it a new IP, or something familiar? Could it be a VR version of Divide?"

Her curiosity mirrored that of Yang Xin, Qin Yi, and the others, who exchanged confused glances. The team had been focused on completing the promotional film for Dark Souls: The Age of First Fire. Where did this VR project come from?

Could it have something to do with my recent visit to the game department? Speculation was inevitable.

I reassured them with a smile. "No, this is just a test demo. It doesn't require much effort—most of the modelling work will be outsourced. The focus will be on VR content performance and artistic atmosphere."

"I'll do it!" Ruan Ningxue volunteered enthusiastically.

Her workload on Dark Souls: The Age of First Fire wasn't too heavy, and she was genuinely intrigued by VR. This was her first opportunity to work on a VR project, and while the tasks would be similar to what she'd done before, the technology's unique attributes made it exciting.

Even though it was just a demo, her enthusiasm was palpable.

At this moment, Ruan Ningxue seemed to rediscover the excitement of playing a game for the first time.

"Uh... Okay, Ningxue and two members from the art team, please join me. I'll explain the features of this VR game to you," Chen Xu said, noticing her enthusiasm. After selecting two additional team members, who were equally eager, the group was ready.

Walking behind Chen Xu towards the conference room, Ningxue's smile didn't fade. Her mind buzzed with curiosity, wondering what kind of VR game the DEMO would develop into.

Would it be as warm and harmonious as divide, as majestic as Dark Souls, or as casual and adorable as Jelly Man?