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2025-01-15 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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This article is from the official account of Wechat: game Research Society (ID:yysaag). Author: Oriya
More than 230 million copies of the world's best-selling video games have been sold. In theory, the best-selling games should be the best-selling works of all ages in the blue ocean market. But in fact, "Minecraft", as the best-selling video game, has one of the most common obstacles in modern video games-first-person perspective vertigo, commonly known as "dizzy 3D".
Obviously, no matter how pleasing the "masterpiece" is, there will always be situations where players can't play because of their personal obstacles.
The author is all standing in the high wall between modern gamers and "works of God". You can count how many of them you have in this.
1. Text conflict is estimated that players with this problem can't read much, so put it directly in the first item.
When you see a long string of words, you will feel sleepy, making many people miss the masterpieces with the wonderful text plot as the main body. It's like the "reverse referee" series.
Most of the old commercial works and low-cost independent works, including the "reversal referee" series, have no character voice. Pure text requires readers to use their imagination to build the world, which creates a certain threshold.
Visual novel games save players some visual and auditory imagination, and recent commercial games use "character full voice" to greatly lower the threshold. However, such games based on the plot usually have a large amount of text, so that even in Japan, where the cost of dubbing is low, it takes a lot of cost to achieve full voice.
Not to mention that even if there is voice, there are a lot of people who will feel sleepy when they see a lot of words. The animation of "Destiny Stone Gate" is very popular, the original is full of voice and has many interesting if routes, but people who feel that there is a threshold for reading text are resistant.
In addition to the "Scientific ADV" series, "Destiny Stone Gate" itself also has a lot of branches. When I was a child, the games between my friends who had many lines and felt verbose in the plot were called "word games". If this taboo on words, which is common in childhood, is not effectively improved in the course of growing up, it may be difficult for adults to overcome it.
This is a worldwide social phenomenon, and the problem is not directly related to the literacy rate. Take our country as an example, with the effective implementation of compulsory education, the literacy rate increases year by year, but the reading rate decreases year after year.
There are many reasons for this problem, among which the explosion of network information may be the biggest one. With the passage of time, the amount of information increases exponentially, and people's reception capacity is limited, so they will naturally rely more and more on the media that teach people to take shortcuts. The short video commentary of film and television works and the direct cloud of games are because of this popularity.
The fragmentation of time and lack of attention make it difficult to read the text. If you want to overcome it, you probably have to start by exercising your concentration.
To say something beside the point, reading makes you sleepy can also help you sleep. Many people put esoteric books at the head of their beds and read them before going to bed.
That's because when reading esoteric books, the brain secretes a calming and relaxing substance called beta-endorphin, which promotes sleep. Even books are full of sleep-related metaphors to promote sleep.
Luigi 2, who sleeps and reads books in Luigi Pavilion 3. When it comes to game disorders, many people will think of Halo 3D right away. This is a physiological phenomenon that mostly occurs in the first-person perspective game, and serious people will also feel it in the three-dimensional space of the third-person perspective game.
The current European and American game masterpieces (from the point of view of sales), especially gun shooting games are mainly from the first-person perspective. The same is true of VR games, which were once considered to be the future direction of game development and can bring players a deep sense of immersion.
It is precisely because the first-person perspective can bring players a higher sense of visual immersion, and vertigo caused by the imbalance between the information received by the vision and the information felt by the body is now the most mainstream view.
The principle of "portal" is similar to carsickness, all because of the imbalance of the semicircular canal in the ear. So there are also people who take carsickness pills to relieve symptoms. But motion sickness medicine is also a medicine after all, and it is not only likely to weaken the effect, but also unreasonable in terms of economy and health.
Because of three-dimensional dizziness and can not experience a higher sense of immersion in the game, I believe it is also the regret of many people.
3. Photosensitive epilepsy is also a visual disorder, and there are much fewer people with photosensitive epilepsy than halo 3D. However, due to some well-known events and the seriousness of the illness, it has a certain degree of popularity.
Take the "3D Dragon incident" in Japan in 1997 as an example: at that time, the words of the animation "Pok é mon" were broadcast on television, and the flickering images caused the discomfort of a large number of viewers across Japan. According to statistics, 651 people were sent to hospital.
The reason for the photosensitivity attack in the "3D Dragon incident" at that time was that the body overreacted due to the gap between high and low brightness. Severe seizures can occur, and violent convulsions of the body during epilepsy may bite the tongue and cause life danger, which should not be taken lightly.
Even if there are no symptoms of discomfort such as epilepsy and nausea, it can be a danger signal from the body.
As a precaution: you can try to keep the room bright (to reduce the brightness contrast with the screen) or reduce the brightness and contrast of the screen. Sometimes it feels that the movie in the cinema is particularly dark because the brightness or contrast has been reduced. You can also pull a little distance from the screen and don't focus on the screen.
However, there are very few games with "flashing special effects" as the main means of expression, so this item may be a bit off topic.
Skate Story 4. Fear epilepsy may be a bit hasty to classify people who can't play horror games as timid. there are probably not a few people who find terror games uncomfortable but brave in reality.
When you pick up the handle, you will feel very depressed, with a sudden drop in body temperature, cold sweat and shaking hands. But there is no fear when you open the video to watch the live horror games, and you may even take a closer look at some bloody images.
There are also some people who are not scared at all, no matter how good the scary atmosphere of the game is. However, if you want to say who can enjoy the game more, it will probably be the former.
Can not stand the root cause of fear in the horror game, "whether or not to be able to participate in the game" should have a greater impact than "have the courage".
Mr. Masahiro Sakurai, a famous game producer, is not afraid of horror games at all. His personal description is that he always thinks about the mechanism of the game when playing horror games. From this, we can see that when Mr. Sakurai plays the horror game, he essentially regards himself as a "higher dimension" to look at the game. The same is true when watching the live game, even if the audience is more involved, there is a relay point between themselves and the game.
Unless you are really timid, what you need to do to overcome the horror game is to "don't let yourself get too involved". According to this theory, the following solutions can be obtained:
1. Properly increase the audience, single-player games can also find a few friends to watch.
two。 You can turn on the lighting of the room, keep yourself a little away from the screen and lower the volume, unless it's a VR game.
3. If you play more of this kind of games, your perspective will naturally become more dimensional.
It might be better for people who want to be more involved in horror games to find ways to be more focused.
This is true in theory, but in fact, there are people who can't stand being scared, repressed or bloody, who can't force it.
Biochemical Evil 4: remaking. 5. Language barrier in today's most games no longer have this problem. Regardless of the quality of translation, games in Chinese have become commonplace. Once upon a time, games with "Chinese" were highlighted, but now they are focused on "no Chinese" in order not to allow players to spend money wrongly.
There is almost no problem in playing only popular and mainstream games.
But when you want to experience deeper or wider in the game field, the language barrier is the wall that you will encounter sooner or later. A very distinctive but unpopular novel game, a very influential but very old RPG, probably does not have Chinese.
"Aviary Attorney", at present, the Steam platform only has English, while the NS platform has Japanese and games that attach great importance to the quality of translation without launching too many languages.
"UNDERTALE" is only in English and later updated in Japanese. Sometimes the quality of translation has a great impact on the game experience. There is always a certain relationship between translation quality and cost, and folk Sinicization and some low-cost contractual translation may only be "understandable". And at the extreme, no matter how good the translation is, the unique "taste" of each language is very difficult to convey.
The author personally advocates learning a foreign language, whether it is a gamer or not, a language is an ocean, which can broaden your horizons. However, people's language learning ability is affected by age. According to the theory of the critical period hypothesis (Critical-period-hypothesis): when human beings grow up to a certain stage, the difficulty of language learning will increase greatly.
It is not that it is impossible for people to learn a new language when they grow up, but there is a big difference in the cost of learning the language. If you never forget when you are young, adults may need to recite it over and over again. In addition, the vast majority of people need to work to make ends meet after adulthood, which makes things worse and gives up when they come to life.
6. The problem of fighting mental stress has nothing to do with social skills, and some people feel uncomfortable simply because they think that the opposite is a living person. Players who are not used to human warfare will feel a strong sense of uncertainty in the confrontation and will think that characters controlled by computer programs can more easily grasp their behavior patterns and tendencies.
If this is the case, the solution is simple: get used to it. In fact, the vast majority of people, like computer programs, have action patterns and tendencies that can be mastered. The difference is that the upper limit of human players is sometimes very high, and they will also learn and target. But in the final analysis, these are only "human characteristics" and can be mastered, and the pressure on people's mode of thinking will be much less if they are used to it.
Players who like to fight against people are not completely pressure-free. On the contrary, the excitement brought about by this kind of pressure is the kind of excitement that many people pursue.
Another possibility of Nintendo Star Battle: special Edition is that you don't want to lose all the time and can't stand the feeling of losing all the time. Perhaps invest energy to play will become very strong, but in the entry time encountered a lot of setbacks, setbacks affect the motivation to play. Lose → because it is weak and lose → against less → because it is weak, forming a negative cycle.
Sometimes it's out of social pressure. I feel that losing in front of people I know will affect my power relationship in the social / friend circle. Social reasons may seem ridiculous, but in fact, there are many people who attach great importance to dignity: as bosses, as elders, as leaders of the circle. Losing feels ugly and makes the game feel ugly, so there are so many fake games to save face.
7. Social fear Social problems seem a bit like the previous one, but this article is mainly about the game of "communicating through language".
Conversation is the process of influencing each other through dialogue. Not all conversations can be open to the heart, in the face of values there are other people, there is always something difficult to say. It is common to be afraid of collisions between values, for fear that inherent impressions will be shattered by new information, or simply do not want to cause trouble to others.
In fact, the communication in most games is based on a certain social distance. For example, in werewolf killing, which seems to require strong communication, players have a reasonable consensus on deception, and even if they tell a blatant lie, they will not have any problem with the liar himself. If you don't have your own social fear, fully understanding this should easily overcome the problem.
Of course, the wolf game "FEIGN" also has some rules that obviously require cross-border communication, such as "forced answers to privacy questions" and "intimate actions", which may contain the malice of the organizers and can stay away from them.
8. A creative head that lacks creative motivation needs to be developed.
Creation is to give birth to a special thing, if this thing is not special, it may not make any sense. So except for a very small number of very talented creators, almost everyone, including the vast majority of creators, will be under pressure in front of creation.
There is a common misunderstanding among people who rarely have creative habits: creation needs to change 0 into 1. In fact, most creations are inspired by other places, like seeing the relationship between 0 and 1 and thinking that there will be 2 later, and seeing 1 between 0 and 2 and thinking that there will be 0.5 between 0 and 1.
What I want to express here is that creation itself is not special, especially the results of creation, there is no need for excessive resistance.
In Super Mario Creator 2, you can have a good time even without self-control, but you will feel that unlike other problems, trying hard may still be difficult to stimulate potential creative motivation. It may be the key to create something satisfying to get feedback (successful experience) in the first place. This requires investing time in addition to creation to learn creative methods and learn from other works, which may be a high threshold for some players.
"gather around! Animal Forest Friends is not a creative game, there is still a lot of room for creation. Lack of sense of security without a goal sometimes, you buy a game just to buy a "goal". If the game does not have a standard to put down (close the disk), it will make some players feel confused.
This practice of relying on the goals set by the game itself has become a habit of some people. They feel that they are not secure in setting goals. Although it is a very bad game, it is very uncomfortable and do not want to stop without clearance. After customs clearance, there are a lot of content but do not want to play without a goal. I am not interested in the war game if I know it can be played for a long time but I can't see the end.
The "goal" mentioned here cannot be short-term, it needs to be a goal that makes you feel like you can "get back to your money".
"Achievement" and "trophy" are a system that fits this mentality very well. There are many people morbid pursuit of "full achievement" and "platinum trophies": the game is not worth playing after "platinum"; no matter how much time you spend brushing for "platinum" can not be said to be a waste of time.
Vampire Survivor. "Achievement" has also saved many people's time from indulging in endless games, even if they just pursue goals set for players, as long as they have fun. However, knowing how to set goals for yourself is also a necessary skill in healthy games.
The game has been played for 100 hours, and the fun is almost over. Isn't it a good thing to save platinum for another 50 hours to do something else?
10. All kinds of phobias, including the aforementioned social phobias, all kinds of phobias outside the game also affect everyone's game choices.
Deep-sea fear and cosmic fear, some exploration games with this theme.
"mysterious Sea 4" claustrophobia, dark fear, insect fear, dense fear and cleanliness, the elements that often appear in the aforementioned horror games. Hate horror games do not necessarily have these phobias, here is specific to the particularly exclusive part.
"Little Nightmare 2" fear of heights, crowd fear, including the aforementioned phobia, the more immersive and real games, the more afraid, such as VR.
11. In reality, some people may think that there will always be time to squeeze. The reality is that some games need to be concentrated for a long time, or it is best to concentrate for a long time to get into a state, and a pause for more than ten minutes may cause fragmentation of the experience.
There is also a threshold to play some games that take a long time just to clear the customs, and a long blank period will lead to an increase in the cost of learning after returning to the game. Especially for some RPG with a lot of data, it is a headache to see that pile of props, equipment and skills for a long time.
The Goddess's anecdote 5: the Royal Edition. ATLUS games are notoriously time-consuming. The solution to this item varies from person to person, and most of them are helpless. It can only be said that no matter how important the game is, you still have to make way for life most of the time.
Finally, you can analyze whether it is because of some of the obstacles mentioned above that you have not been exposed to a certain type of game for many years.
People's time is always limited, even if it is not because of obstacles, they will habitually choose the type they have always preferred. And the author will still want to broaden their horizons by coming into contact with more types of games.
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