We well know that video game developers are masters when it comes to designing and creating their works. However, discovering a few tricks up your sleeve as it happens in Fallout 3 leaves us stunned. All the initial part being a baby was created making our character tiny and we don’t really control a newborn. On the occasion of this particular detail, we bring you a few more examples of how the studies manage to optimize the titles and that we have the best possible experience.
Assassin’s Creed, DOOM and BioShock
Jennifer Scheurle, developer of Opaque Space, wakefulness than in DOOM and Assassin’s Creed last hit points have higher value to create the artificial feeling that we survive enemy attacks. In the case of BioShock, Paul Hellquist wanted to join saying that the last death rattle of life makes us invulnerable for two seconds.
In a similar way, in Uncharted 4 we managed to dodge all the bullets with Nathan Drake and the only one that really hits the protagonist is the one that ends his life. Also, Naughty Dog needed gunshot noise in the background in some sequences, so he placed self-firing guns against a wall to create the sound.
The relaxing title of Campo Santo takes us through a forest full of mystery and with the only company of a ranger on the other end of the walkie-talkie. We can choose what to answer, but the best thing is that not answering also has its consequences, even if it does not appear as an option. Jane Neng Explain that the team wanted us to feel like the characters are real.
This developer trick applies to a multitude of works with platforms or in which we have to jump. The creator Chevy Ray, a member of the Earthblade team, explained that the term existscoyote time” to refer to a situation in which a player falls into the void, but presses jump. If the difference between the two events is not excessive, the jump will be executed so as not to frustrate us.
We still have nightmares about him. xenomorph from Alien: Isolation chasing us everywhere. tommy thompson confessed that the happy alien was able to find us thanks to the fact that two brains were implemented in him. One of them knows where we are at all times, and the second controls the body of the monster.
Avoid being a clumsy
You may have thought at some point that your movements with the character in the third person are too exact. You hardly ever get stuck, you go straight where you want to go and everything is great. This is because the developers implement a correction on the joystick. What this change means is that it makes us circle large objects like rocks or vehicles regardless of whether we aim accurately or not.
Mario Kart and GTA Online
Why is going first in Mario Kart a doom to drop a blue shell? Well, this is because Nintendo is betting on another common concept such as the “rubber band”. We are talking about a method that greatly favor disadvantaged players against those who lead. It happens in competitive modes, seeking that there is no great frustration or that it is impossible to overcome. We can see the same in GTA Online with the races, since you can activate or deactivate the option for the first classified to be slower than their rivals.
Gears of War
If people have enjoyed hundreds of hours playing Gears of War online, it is, among other reasons, because of their first battle. Lee Perry, veteran developer of the franchise, he pointed that 90% of the players stopped participating if in the first game they did not get a loss. To avoid that abandonment, Perry decided to increase the stats of the weapons a bit to make it easier to join the fight.
Horizon Zero Dawn
You can make your video game a cosmic cucumber that has more detail than life itself, but consequently you will need a NASA system. To avoid problems of explosions and fans like fighter jets, it is best to optimize resources. An example of this is what Guerrilla Games achieved with Horizon Zero Dawn. Everything we see on the screen in the open world is generated, but behind the camera there will be nothing or it will be in the process of loading. This greatly alleviates the workload for the components.
*text muted* May Cry and Zelda
Two basic examples of how not overwhelm the player in a stressful situation. In The Legend of Zelda: Ocarina of Time, when you run into a group of enemies, only the one you have locked on will attack you. On the other hand, in *text muted* May Cry, opponents outside your field of vision will be slowed down so that they are slower. It’s the typical situation in a movie where if all the rivals rushed at you, you wouldn’t have a chance.