Ready Player One
Virtual Reality is a computer-generated simulation that is controlled by you, the gamer. Games in VR do not always know where you are looking at every second in the game, therefore they try to build a story that predicts and guides you through a certain path in their world.
My sequence is from the tomb where he finds the Copper Key:
You stand right in front of the Tomb of Horrors with a map tied down to the right corner of your screen. This map would guide the player to where things could be and where things cannot be, so it gives some control to the game to where players will go and won't go.
The player stumbles across a huge, long corridor, a straight line. So the player only has one way to travel but the width of the corridor to explore the paintings on both of the walls. These paintings tell different stories but are linked to one another leading to the end of the corridor, therefore a story can be told while quite accurately controlling the player where to look.
There are trap doors on the floor, that makes the player move away from areas that are not as important as where the Game Creators would want them to look.
Several magic items and coins are shown on the map, so the player would go to them and you could control where the player would be heading.
Then the last chamber is a huge throne room, in which there is one huge throne with the final boss on it, the light through a window shines on it. This would make the player want to head that direction.
It is all about direction and where you would want your player to go. To put yourself in the mind of the player, and think where would I go if I have all these options.
My sequence is from the tomb where he finds the Copper Key:
You stand right in front of the Tomb of Horrors with a map tied down to the right corner of your screen. This map would guide the player to where things could be and where things cannot be, so it gives some control to the game to where players will go and won't go.
The player stumbles across a huge, long corridor, a straight line. So the player only has one way to travel but the width of the corridor to explore the paintings on both of the walls. These paintings tell different stories but are linked to one another leading to the end of the corridor, therefore a story can be told while quite accurately controlling the player where to look.
There are trap doors on the floor, that makes the player move away from areas that are not as important as where the Game Creators would want them to look.
Several magic items and coins are shown on the map, so the player would go to them and you could control where the player would be heading.
Then the last chamber is a huge throne room, in which there is one huge throne with the final boss on it, the light through a window shines on it. This would make the player want to head that direction.
It is all about direction and where you would want your player to go. To put yourself in the mind of the player, and think where would I go if I have all these options.
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