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2⃣ Mechanics Over Story in VR Games VR gamedesign prioritizes motion controls, physics, and realism , often at the expense of narrative. Unlike traditional games, where cutscenes or dialogue drive the story, VR relies more on player interaction , making storytelling a challenge.
In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general gamedesign and player experience. The player never quite experiences these ideas in the game itself. Similarly, you can see where the core gamedesign wanted to hit.
In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into gamedesign.
This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting gamedesigner / systems design things. I don't discuss much of the game narrative. I assume general gamedesign knowledge but minimal Deathloop-specific knowledge.
Game artists can leverage the power of 3D art to create 3D cutscenes and cinematics that deliver compelling narratives. Increased Use of Machine Learning and AI : AI and ML are increasingly impacting how we approach our daily operations across industries – and interactive entertainment is no exception.
So author Reki Kawahara drew on his familiarity with the games of the day and their systems to create what he thought would be a super-cool virtual reality game. Once consumer VR hit in 2015, we discovered a lot about VR gamedesign. Cutscenes in an MMO? Worse, it can cause VR sickness. Procedural Plot Generator.
The scripting on WoC made for better combat too, because you weren’t stuck with just the built-in combat AI for your enemies. AI had more sophisticated combat tactics, because designers could add fresh behaviors to the monsters. It’s stuff that single-player gamedesigners know how to do.
Setting that up properly is an effort in storytelling, a discipline all its own distinct from gamedesign. A much better example of anti-charm, perhaps, would be mobile Gacha games, all of which have bright and colorful characters, and yet are utterly soulless.
The realms of gaming and the film industry are coming together in a harmonious convergence, as the technology and expertise of both fields are being shared and utilized to create impressive results. This was the primary discussion during the latest episode where I invited the accomplished filmmaker and gamedesigner HaZ Dulull.
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