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Chapter 95: Serving the Collectivist

If anyone who has not worked at Nintendo will definitely think that after the development and launch of a machine is successful, the design department of this machine will hold a celebration banquet and have a good rest.

Unfortunately, Nintendo fans were disappointed. Nintendo is not such an American-style free company.

Although VrBoy has achieved good results in the market, Yokoi Junhei and his men are not idle.

The entire first development is divided into several parts. Some continue to make new games for VrBoy, while others develop new expansion peripherals for VrBoy.

You should know that although VrBoy has made a revolution in display, there has not been much change in the way of operating input. It is still inherited from the traditional cross keys of the red and white machine, as well as pause, sub pause, and four buttons B, A, X, and Y, as well as one shoulder keys on one left and one right.

This traditional input method is not bad, but Yokoi Junhei still feels that such a brand new platform should have a brand new input method. Even when he plays by himself, he sometimes feels too strong and the input method is too rigid and becomes dizzy.

Now this problem can only be balanced by modifying the game when making the game.

The method is also relatively simple, which is to reduce the player's sense of inclusion.

At least don't let the player's subconscious really change with the changes in the image.

VrBoy is actually the same as motion sickness, which is the balanced organ in the cochlea. It feels that the human body is moving and responds accordingly, but in fact the human being is not walking.

It's like a water tank not moving, and the water in the water tank keeps moving, so the human body as the water tank becomes dizzy.

The automotive industry has been developing for many years before it completely solved the problem of motion sickness. At least it is to solve the problem of motion sickness in most people.

Video games have just set sail for dizziness.

Whether it is a brand new display medium like VrBoy, or a three-dimensional game that is already popular on arcades.

Basically, as long as you use the first-person three-dimensional display, you will encounter dizziness.

Game manufacturers have no choice but to modify the game for this human instinct.

Finally, there are two solutions to be found, but neither of them is so easy to achieve.

The first is to meet the frame rate requirements. The original two-dimensional game may be able to play at ten frames per second, and thirty frames per second is already very smooth.

However, for three-dimensional games, it seems that only by reaching the level of 60 frames per second can players not feel stuck and dizzy.

Of course, the frame rate limits of cathode ray tubes of this era are very low, whether they are European or American standards, only about thirty frames.

Therefore, now when making three-dimensional first-person games, we all encounter dizziness problems.

At this time, the second solution is to adjust the perspective and visible angle.

Traditional and two-dimensional games actually rarely emphasize the position of the camera.

Let’s first explain the camera, which is where the player sees the picture.

Only those two-dimensional games that are compared and released later will have the lens stretching and scaling effect.
Chapter completed!
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