Guide: "This is My War" (this war of Mine) is a 3D horizontal version of the war game, the developer Department of Polish company one Bit UBM. Michal Drodoski, the studio's design director, said in a speech at the Central European Games summit that the criteria for judging quality games are not just whether they are interesting, but whether they can provide immersive experience for players.
"This is my War" developers: games need to be emotional
"The game is not just for fun. Said Drodoski. "They are an immersive experience for players. We are not creating a survival game, or an instant strategy game, when we make a game out of the civilian life of war years, and we want to present the lives of civilians under fire. ”
Drodoski said: "I think we should see the game as an experience, not just from the point of view of the type, the game mechanism." This is important. The game is the player can perceive, and put into the emotional experience. ”
"Human beings are emotional animals, we need to find our innermost feelings." "Drodoski believes that for many players, the game can actually bring a high intensity of emotional experience." "For example, sports games can be a great boost to player sentiment," he said. I saw a player smash a TV screen just because he lost a game in the game. This is a very strong emotion, but also because of the existence of this emotion, he will play the game again in the future. ”
But through "This is my war", one bit studio wants to make the player feel different emotions. "The game can be serious. "This is my war" is not only an entertainment product, but also an addictive experience-like movies and comedies. We often watch movies, but not for fun. ”
Drodoski pointed out that "This is my war" in the role of dialogue is not much, animation is also very simple, players need to do is to make "Yes or no" choice. Sometimes you have to stop the player and think about the problem. "he said. "We are all players who have played games for many years and have become accustomed to many of the game's common mechanisms, but this is my war," he said. For example, (in a game) someone knocks at the door to ask for help, and you can answer yes or no. If you say no to that character, he will lose, and if you say yes, your own life will be threatened. In this case, the player must pause (to think), and in the vast majority of successful media products, silence is a great force. ”
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