Immersion.
No, this is not some kind of story. Let’s say – another thoughts out loud.
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Here you are, like me, played many games. No matter what games they were: good, bad, masterpiece or simply disgusting, neglected by mistake.
Previously, somewhere in the 90s, when the games began to become more popular than a couple of years ago, the people who played in them did not look at the graphics or other visual chips of the game. That is, they simply played and enjoyed the gameplay, and then the companies did their job, so to speak, for conscience, not for the sake of one profit. That essentially, then it was impossible to make a cool schedule.
Now one of the main criteria for evaluating the game is precisely graphics, And its main adherents are players of age, that way, from 6-14 (and maybe more, there are all kinds). And now the developers are trying to make their game so beautifully so possible. It seems, do what you want with the game, but … the developers throw all their strength to visual design and forget about other details that would improve the game without this graphics of the ultra-modern.
Yes, I do not argue that playing a game that pleases the eye is more pleasant than the game with the picture worse. But, damn it, if there is nothing in the game at the very graphics, then what’s the point then play it at all?
And that’s what I want to … talk about. Hellofortunecasino.co.uk Previously, in shooters the main character was we and only we, and we fought against the Nazis/aliens/other undead. That is, we were given the role of a certain Rambo, who conducted a complete genocide in the camp of the enemy. Times have changed, and now in shooters (and not only) we are fighting for a couple with our allies against these same Nazis/aliens/other undead. But, practically, the very essence of the game has not changed – we still
And it doesn’t matter what friendly NPC “help” in this. They really do not help, only the doors open, bring the transport, the cartridges and tasks are given by some. In fact, that’s all.
And now the developers declare to us that they make the game at the Settings of the Second World War and the like, where we are a simple soldier. And to reinforce it, give our protege the title of ordinary Ryana. That is, they show us that we are an ordinary pawn on the battlefield, which does not solve anything, the cannon meat is shorter.
But not the incitement comes out. I am an ordinary Who is cherry, who got into the detachment to the same, just the heroes of the war, a man who went through the whole war without injuries, bursts into the office/bunker of the main villain and kills him.
So what am I an ordinary soldier then, and? Yes, no.
But this is not even so difficult to do, more or less, a realistic game, without a hint of ARMA or Operation Flashpoint. Make a game about military everyday life, without a hint of boredom.
Imagine the scene –
Our hero sits behind shelter and shoots off from enemies. We were ambushed, so we lost a lot of fighters. Suddenly you can hear the engine of the tank: – Hey captain, you also hear that? Tank! -At the same time, we continue to shoot somehow.And from the corner he leaves first the muzzle, and then the whole tank. He shoots in our direction, but a little inaccurate, which is why the projectile flies into a nearby house and all these bricks and dust fly in our direction. We hid and after a few seconds we run back to another shelter, so that we are not finally sewn. And our captain screams Someone: – You, (let it be) Wein. Drag your ass steaming here with bazuka here and destroy this fucking tank. And you (that is, I) and Shelby cover it. We begin to shoot at enemies so that they do not kill Wein, in the meantime, he takes out the bazuka and shoots in the tank, but one rocket did not destroy it but simply knocked out. As soon as he leads the barrel to our position, someone else shoots and finishes this tank. We raise our heads and see that it was another fighter in the house.“
All. And this scene is played quickly, that is, without any snot and drops of heroism and this level should be directed so that we can see all this action without any problems. That is, to arrange shelters, a tank, a house, enemies so that all this would be seen without unnecessary leaning out of shelter. And you need to do so that the player is really afraid of the tank, because it is, damn it, tank.
After all, it turns out how? The enemy tank arrived and exactly We must destroy it, before finding a bazuka, will aim when everyone shoots at you and do the whole thing.
The enemy helicopter arrived and exactly We We can destroy it, no matter how, the rest of the soldiers are crookedly or armless and cannot do anything else but to open the door for us. I am not saying that all this needs to be transmitted by NPC, just reduce the concentration of rack/km.
The second point of the list is attention to the details. That is, fill the game level/world with details or small details. Perhaps, at the first passage, they will be invisible, but with a repeated player, they will be able to notice them and the impression of the level will be positive. Of course, the work is not easy, but I think that running around a monotonous intestine and firing in the enemy is not particularly interesting.
Another thing is contrast. Well, how to explain? For example, remember the level of “Guillotine Operation” from Battlefield 3. At the beginning, we fled with a mortar in the hill, then entered the city itself, even later we were fighting for the bank and the storehouse. I would say, there is no hint that we started the level on the lawn when we were in the bank. That is, there is no one that we run on the map and we are surrounded by the same buildings, trees and other crap.
Well, it seems to be everything, but maybe not. Someone will think that I wrote obvious things, but in fact everything is happening in games. Because it is one thing to know, the second to do as it is.
Thank you all.






