Developing Games: To scare players all around the world! Chapter 1: Silent Hill Pt

~5 minute read · 1,177 words

[A.N. For my first translation, the initial chapters may contain errors. Please point them out if you find any.]

Tony Willis found himself standing before a complete VR setup, the kind usually seen only in films.

He was utterly bewildered. He had never imagined that he would one day be transported to another world.

It was a realm both familiar and strikingly different. Everything mirrored his own world with a single, significant divergence.

That difference was VR technology!

In this reality, VR tech had ascended to an unparalleled level. They possessed full VR rigs, complemented by immersive sensory suits, reminiscent of something straight out of 'Ready Player One'.

The simulation of the five senses was astonishingly lifelike, enabling anyone to don VR gear and step into an alternate reality.

Initially, Tony had anticipated that video games in this world would be groundbreaking.

However, upon seeking games that offered thrills, he discovered a scarcity of truly enjoyable titles.

Presently, 'League of Legends' held the global top rank, yet its transition was merely from PC to VR.

The core gameplay remained unchanged; the only alteration was the shift from button inputs to gesture controls.

The game persisted with a third-person, top-down viewpoint, making no genuine use of VR's potential – it felt rather like a pointless endeavor.

Another game enjoying considerable popularity was 'Counter-Strike'.

Despite its support for a VR mode, the experience lacked any semblance of realism.

Tony tested it himself and observed a peculiar wobbling of the guns. His character's legs were invisible during movement, and the feedback for shooting or being hit was virtually non-existent.

The overall sensation was awkward and unnatural.

Regarding other games, there was little to commend.

Titles like 'Honor of Kings' and 'CrossFire' remained stagnant, their graphics falling far short of even 'LoL' or 'CS'.

A sense of disappointment washed over Tony; it was a lamentable waste that such advanced VR technology lacked truly groundbreaking games.

In this world, it appeared VR technology was predominantly utilized for cinematic viewing and experiencing virtual concerts or similar entertainment.

When it came to gaming, VR's full capabilities were simply not being harnessed.

Tony had eagerly anticipated exciting VR gaming experiences, but now, even observing standard games felt dissatisfying.

Just as he sank into a state of despair, a prompt resonated within his mind.

[Game Producer System]

[This system allows the creation of games based on the host's memories, providing blueprints for VR game development.]

[However, points are necessary for generating these blueprints. The complexity of the game dictates the point cost.]

"Transforming memories into reality..." Tony's eyes gleamed with newfound hope.

"Doesn't this mean I can introduce games from my previous life into this world and craft them into fully immersive VR experiences?"

Suddenly, every game from his former life came back to him with vivid clarity.

Games that had once filled him with exhilaration: 'Give Him Love', 'Elden Ring', 'Call of Duty', 'The Witcher', 'Treasure of Nadia'... well, perhaps not that last one.

"System! What must I do to earn points?" Tony inquired, his excitement barely contained.

[To earn points, you must elicit emotions from others – be it shock, fear, or joy. The system will then gather these emotions and convert them into points.]

"That sounds quite promising," Tony remarked, though a slight frown creased his brow.

"But I possess no points currently. How am I to create anything?"

[Ding! The system will provide a starter kit containing 5,000 points and a complimentary game engine blueprint.]

"Not too shabby..." Tony nodded, a sense of satisfaction settling in.

With these 5,000 points, he already had a clear objective in mind.

"I'll begin with a monumental AAA title: 'GTA V'!" The thought surged through Tony's mind.

[Insufficient points to produce this blueprint.]

"Tsk, not enough, I see." Tony narrowed his eyes before swiftly altering his strategy.

"If major AAA titles demand too many points, why not start with a demo?"

After all, a demo is merely a sample, not a complete product. Therefore, it should not consume an excessive amount of points.

His initial venture should prioritize point acquisition over monetary gain. He aimed to create a stir and generate buzz.

So, what should he create?

Tony rapidly sifted through his memories, recalling a game that had left an indelible mark.

'Silent Hill PT'

In his previous world, this game had been released as a mere demo. No full game ever materialized, nor were there any film adaptations.

Yet, even as a demo, it had sent shockwaves through the gaming community.

As a horror experience, it had pushed the boundaries of every conceivable horror element.

The game's playtime was under half an hour, but it was sufficient to instill profound terror in all who played it.

Even individuals merely observing others play would find themselves gripped by fear.

When Tony first experienced this game, he was plunged into such terror that he suffered nightmares for days.

Imagine if this game were brought into this world and fully realized as an immersive VR experience...

Tsk, tsk, the very thought sent a shiver of excitement down his spine. He'd surely accrue a massive number of points too!

That's it, this is the one!

"System! Use my points, I want to create 'Silent Hill PT'." Tony commanded.

[Ding! The complete blueprint for Silent Hill PT has been transmitted directly to your mind.]

In the subsequent moment, Tony felt an overwhelming surge of information flood his consciousness.

He remained still, absorbing all the details, before turning to his computer and commencing his work.

First and foremost, to craft a game, a game engine is essential.

However, the existing engines on the market proved inadequate for the demands of creating 'Silent Hill PT'.

They all fell short in one crucial aspect: realism.

For instance, the textures in 'CS', even when experienced in VR, retained a cartoonish, animated quality.

No game had achieved true realism yet.

Other engines lacked proper collision detection between objects, offered minimal environmental interaction, and generally provided poor physical feedback.

Compared to the advanced state of VR technology in the entertainment sector, the game engine technology in this world lagged significantly behind.

This was one of the underlying reasons why truly groundbreaking games had yet to emerge.

Yet, with the system's assistance and sufficient time, this obstacle would be overcome.

Tony had also received a complimentary blueprint from the system as part of his starter package. This allowed him to construct a VR game engine from the ground up, a process that took approximately five days.

Upon completion, he installed the newly created game engine onto his computer. He decided to name it 'Unreal Engine'.

With the game engine finally ready, he immediately immersed himself in coding.

Thanks to the blueprint residing in his mind, the task was not difficult at all.

Tony's fingers danced across the keyboard, inputting lines of code with unwavering speed and precision.

And so, Tony confined himself to his room, working tirelessly for an entire week without pause.