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How Detroit: Become Human captures your attention
There is such a thing – immersion. This is the same as the effect of presence. When you plunge into the game with your head, lose your feeling of time, empathize with the characters and so on. Developers, especially responsible, it is achieved by many ways. But the key rule is similar in all studios:
“When we create worlds in games, immersion/effect of presence is possible only if we convince the players that the world is believable (whether it is stylized or not). If important details on the screen do not coincide with important details of the players‘ expectations, then they will not be able to fool them. “
– Toby Gard, video game designer responsible for creating Lara Croft
Elaboration of the environment, a story of history through the details of this environment. As an example – blood flow on the wall hinting about a possible incident. All those details that you already know so well.
But Detroit: Become Human deepens into the seemingly small, but very important elements that allow you to plunge even more into the gameplay. We are talking about the interaction of a game avatar with the environment, smoothness and inextricability of what is happening.
How often did you have a similar https://nonukcasinosites.co.uk/casinos-not-on-gamstop situation in GTA? You are going. There is a classic dialogue in transport. A marker is already visible on the horizon finishing the task. And the heroes all speak and speak, without thinking. You have to stand and patiently expect the end of the conversation. And the characters pretend that everything happens while driving along the road.
All! Magic is broken. The immersion effect is gone.
In Detroit: Become Human, each new action is agreed with the previous. This very dialogue will not burst, speech will not develop. All smooth to flow from one to another.
SCENSENT:
Android keeps the child hostage. You are carefully approaching him, repel obstacles on the way. You notice a wounded policeman. The criminal continues to dictate his conditions, and you need to inspect the injured cap. You can safely do it, you don’t need to wait. The game algorithm will perfectly adjust everything, applying one part to another. It will pause beautifully if you need it. Without forcing you to stand like an idol and once again get off the rhythm
Due to such trifles, immersion is achieved. And they are not added from scratch. Studies conducted by Stanford Virtual Human Intration Lab say that the players themselves do a lot of work for more immersion: they move the character in order to maintain visual contact during the conversation, although this will not affect the dialogue;step aside when the other hero comes too close, violating the personal space, despite the fact that the personal space is virtually. The more absorbing („absorbent“) the player, the more he does this.
Quantic Dream only supports, develops and presses on these elements. Here you can add Android Chloe from the main menu. With her comments, questions (which you need to answer) and the reaction to the events that take place, she conveys the feeling that you are not in the game menu now, but you are already in the game itself. The menu here is the full part of the narrative.
Together with cinematography, variability, graphic beauty and smooth animation, all this gives a unique effect of involvement.
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Many reviewers and players give high grades and at the same time talk about the minuses of the game: the plot inconsistent, illogical characters, naivety raised topics. Objectively, this is so, and they leave their negative imprint. But those impressions that give us interactive entertainment are incommensurable with impressions of other media.
Games interact with our brain at a different level. Cinemicity is not applicable to them. A qualitatively made game, even with such a luggage of a logician, gives many times a greater emotional return than a similar quality film.
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