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Chapter 608 - Chapter 608: Detroit: Become Human

A week after Lucas talked with David.

The online buzz from "The Last of Us" had not yet died down.

News about additional new devices equipped with CosmosVR was also revealed, and Zeus overseas followed suit with corresponding announcements.

If the announcement wasn't made by the official company, people would have definitely thought it was a joke.

But now?

The news instantly spread worldwide.

"Holy crap, holy crap! Such an amazing thing is out?"

"I don't quite believe it. Capturing thoughts and feeding them into the game? Then won't I be able to play like a pro player? The difference between me and pro players was that my brain reacted but my hands couldn't keep up!"

"Ahem, my good sir upstairs, your brain reacted but your hands didn't keep up; could this be a delusion your brain is giving you? In reality, pro players' brains react, but their hands can't keep up with their brain speed, causing themselves to hit a skill ceiling, while you're just slow to react and your hands are clumsy?"

"Emotes: ?????? Shut up!"

"So many reliable media outlets have reported it, holy crap, is this real?"

"It's really that amazing? I wonder how much it will cost!"

The impact of this news was like a major earthquake.

For a time, there were all sorts of guesses about this new device.

Meanwhile, at Nebula Games, Lucas and his team were in the project room.

The Game Division had also provided the relevant development prototypes.

This included some data that could be disclosed.

"This is the latest device? It doesn't seem like much!"

"I thought it would be a game pod like a big box, where players lie down and various instruments are connected to their bodies."

Hector, Rachel, Marcus, and Anna looked at the development prototype with curiosity.

It looked like a head-mounted device. If it weren't for the connected data cables, no one would know it was a new expansion device.

However, unlike curious Anna and the others, Lucas was focused on the new device's parameters and its actual performance indicators.

"The main difficulty is in the control feedback. The delay is basically not much of a problem," Lucas said, nodding as he looked at the large screen's feedback.

Brain waves would be fed into the device, and then the device would convert them into in-game action information.

This point was very crucial and directly affected the types of games that could be developed.

When a player presses a controller, there's a transmission delay from the controller to the game device (output line delay). Then, there's a calculation delay for the game device to process it. Finally, there's another output line delay from the game device back to the real-world device.

Currently, so-called brainwave capturing controllers are being made by both domestic and foreign game companies.

Just like game controllers, there are different pros and cons depending on the price.

Mid-range devices exhibit a delay feedback of about 20MS. Although this is a gap from controllers, this gap is basically unnoticeable unless tested with specialized instruments.

As for the current top-tier devices, the delay feedback can be compressed to around 10MS, which is almost imperceptible.

"The new device will likely completely change players' control habits! It's so convenient," Marcus said, standing next to Lucas and looking at the related data with emotion.

"Not necessarily, but it's true that many games can benefit from it," Lucas replied, nodding.

Regarding VR devices, there were some projects before where Lucas couldn't go all out.

This is because the core of player control is one aspect.

For example, for more complex gameplay and controls, one needs to consider not only the player's learning curve but also the player's gaming equipment.

"So, Boss Lucas, will our next project apply this brand-new technology?" Hector asked Lucas.

"Of course. We also want to see what extent new technology can be applied to games. If it's outstanding enough, then the game we've been preparing for since Nebula World can probably be put on the agenda," Lucas nodded.

......

It's not just Nebula Games that is preparing.

Major game companies at home and abroad are generally exploring and experimenting with new technologies.

Although it's not a revolutionary change, it can influence how players operate in the future.

And changes in operating methods will fundamentally affect game design, and even level creation.

Of course, in the early stages, they will primarily support two different operating modes.

Just like when the new-era Cosmos and Zeus consoles were first launched, major game companies, including Nebula Games, released older versions.

Only after CosmosVR gradually covered the market and the installed base increased did they completely shift their focus to CosmosVR.

The new technology is the same for now; they need to consider the proportion of players who own the new device.

But undoubtedly, this is a new direction.

FOW directly announced a delay, stating that its new work will introduce new controls.

Atari announced that it will develop a game specifically for the new technology.

Domestic NetDragon stated that it will remake an excellent IP work under its banner and add new control technology.

Players are used to this, as it's NetDragon.

However, what made many players a bit uncomfortable was that while game companies were busy making grand promises, Lucas, who they always thought was the best at making grand promises, was strangely quiet, as if he didn't exist.

In Nebula Games' project room, looking at the various topics players were discussing in the game community, especially those focused on him, Lucas sighed and shook his head, "Do players only remember me for making grand promises?"

Of course not, there's also "knives," "bad taste," and the newly added "riddle master."

Everyone nearby muttered to themselves.

"But, Boss Lucas, what exactly is our new project?" Hector asked curiously.

They haven't been idle during this time.

Instead, they have conducted a lot of trial and error with resources.

For example, actions like running, climbing, and fighting.

Brainwave capture and feedback are mostly just for switching things on and off. It's not that if a player thinks about drawing a circle with their left hand and a circle with their right hand and doing a somersault, they can actually perform these actions.

Instead, the game itself needs to support these actions, and they need to be triggered as signals through the program's interpretation.

Therefore, the game's actions themselves, adding more details to cooperate with mind capture for feedback, are all things to be tried.

And they all understand that the new work is a test for the new technology. They have produced a lot of assets, but they still don't know the game content.

"What do you think of artificial intelligence? If robots have human emotions and thoughts, do you think they can be considered human?" Lucas asked with a smile.

Without waiting for everyone to answer again, Lucas continued on his own.

"And if artificial intelligence robots become widespread, what kind of situation will society face?"

"A large number of artificial intelligences will replace ordinary people's jobs. Drivers, construction, more and more job positions will be replaced by robots, thus causing hatred and conflict between human society and artificial intelligence."

"Just like during the steam revolution when large machines appeared, workers thought machines took their jobs and smashed the machines."

"But the difference is that people at that time hated machines, but machines without consciousness couldn't resist. If the target becomes artificial intelligence robots, and the Three Laws become ineffective on artificial intelligence, causing software instability and breaking that barrier, can robots and humans coexist peacefully, or will it lead to war?" Lucas said, looking at everyone with a smile.

"Detroit: Become Human." This is the game Lucas is preparing to test with.

First, it's a bit different from normal games. This game is an interactive movie genre game.

Interactive movie-style games are arguably the least action-demanding game type.

It's even simpler than some casual games.

Because in the game, besides needing players to control the character's direction of movement,

the main points are QTEs (Quick Time Events) and making choices based on the in-game content.

Secondly, in "Detroit: Become Human," there are a small number of fighting, shooting, climbing, and parkour segments.

Of course, in his previous life, these were all done as QTEs.

But now, these simple elements, when combined, can be used to test new technology.

Additionally, paired with different options, brainwave capture technology, and the immersive experience of CosmosVR.

Lucas believes that through this game, players might have a different kind of experience.

(End of chapter)

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