Chapter 529: Plot

After determining these contents, the rest of the content can be easily added.

Lilith continued to work hard.

"Then the entire world view, on the surface, must still follow that of Endless Fantasy Tales, still in the Western fantasy style, an open world.

“It’s just that it’s a bit difficult to integrate so many characters into the world view.

"How about not integrating it? Just stuff the character in there without any plot development, how about that?"

Qin Fengliang hurriedly shook his head: "Boss Li, that's obviously inappropriate!
“This is not conducive to the players having negative emotions.

"If these characters don't have any plot performance, will the players be depressed? No. They will just find it humorous and want to laugh.

"If it's just this feeling, it won't generate too many negative emotions.

“The plot is a color enhancer for the characters. This color enhancement can be bright or have the opposite effect.

“Assuming the storyline is well done, players will like these characters and naturally want to draw more. We can take advantage of this mentality of players and make the most of our card drawing system, which makes the more you draw, the more you want to draw.

“On the other hand, if the plot is poorly done and the players are deliberately fed shit, then we don’t need to do anything and the players will naturally have a lot of negative emotions.

“All in all, I think in this situation, doing the drama is a win-win: we win twice.

"I have to say, this idea of ​​getting worse the more you draw is really good. Otherwise, we can only deliberately mess up the plot, which will lack flexibility and make players wary."

Lilith nodded in understanding: "Indeed! One of the keys to generating negative emotions is to have changes, not to stay the same. And it's best if the change is for the worse."

If the game has no plot, or the plot is always good or always bad, it will not be able to generate the greatest negative emotions.

Because players will get used to it.

When it comes to collecting negative emotions, the diminishing marginal returns are obvious.

But if it is sometimes good and sometimes bad, then the collection of negative emotions can be optimized.

First create a good plot, and then the players are very excited, and draw cards one after another, and then the more cards they draw, the more amazing they are, breaking the defense;
When the players were expecting to continue playing the story, they were suddenly given another big surprise. Even if they didn't draw any cards, they would be defeated.
The next time, the players are ready to continue cursing, but the plot turns out to be unexpectedly good again, and then they go to draw cards and break the defense again.

How many players can withstand this combination of punches?

Of course, just like the card-drawing system that gets better the more you draw, no matter how complicated the routine is, it will be discovered by players after playing it too many times.

But it didn't matter, because Lilith had already made a lot of money by then.

"Okay, then we have to make a plot, and it has to be sometimes good and sometimes bad, so unpredictable that players can't predict it!

“This really tests the plot planning skills.

"And in this case, there are two things that must be finalized about the plot system: first, the plot cannot be skipped, and second, the plot can be replayed."

Lilith quickly wrote down these two points.

Because we want to use the plot to fully break the players' defenses, we must not skip it. Otherwise, if the players jump and don't even look at it, how can we break the defenses?

As for the repeatable tour of the plot, it is naturally to give players a chance to eat shit again and again.

"But how can we ensure that players will visit the site repeatedly? Should we give them some rewards?" Lilith fell into deep thought.

If the plot has both good and bad parts, then even if the player has to experience the plot repeatedly, he will definitely only experience the good part.

This is obviously not conducive to producing negative emotions.

The intuitive solution is to give rewards.

For those bad plots, you will get some card drawing props after watching them once. It’s not much, but it’s enough to drive players to watch the plot.

But the problem is that the act of giving props itself is a positive incentive. If players go idle and then receive the reward and happily draw cards, will it definitely generate enough negative emotions?

This remains a question mark.

Qin Fengliang said: "Boss Li, this is actually easy to solve.

“For this function, we can make two systems.

"The first system is called 'Plot Restoration'. After using this function, players can restore the plot system in the game to its original state. Of course, after restoration, rewards that have been claimed cannot be claimed a second time.

“This is mainly for players who want to relive the story.

“But if you want to restore it, you have to restore the whole thing, not just certain chapters.

“Players have to go through the story from the beginning, so they will naturally have to experience those unpleasant parts over and over again.

"The second system is called 'Story Relive'. Of course, we must come up with a high-end packaging for the official version, such as a 'Reminiscence System', where players can return to their memories to relive touching moments, fight powerful bosses again, and so on." But no matter what it is called, its function is the same.

“The player will enter a random plot segment and must complete it, otherwise they will not be able to continue the game.

"As for what this segment is, the player cannot choose it on their own. On the surface, it is random, but in fact it is not.

"It is selected based on the players' skipping speed."

Lilith was stunned for a moment: "Skip speed?"

Qin Fengliang nodded: "Yes, the speed at which the game plot is skipped can of course be calculated."

Lilith roughly understood: "In other words, the faster the player clicks the mouse when going through this plot, the more likely it is that this plot will appear in the 'Plot Review'? It seems like a good idea!"

There are often two common ways to present plots in games.

One is CG, and the other is a dialog box.

The speed of CG generally cannot be adjusted. You either watch it from beginning to end or skip it directly.

The dialog box is different. Generally speaking, it adopts the method of "click the first button to display the whole sentence, and click the second button to cut to the next sentence".

This is also a convention formed by years of production experience in the game industry.

Although this new game does not allow you to skip the plot, the only things you cannot fast forward are some large CGs. As for the usual dialog boxes, you can still speed them up a bit.

This acceleration, in turn, provides data support.

In which plot did players accelerate the most?
That means this is the part of the plot he dislikes the most.

In this case, let’s start from this part when reviewing the plot.

After reviewing this section, choose the next section with more acceleration operations.

It’s exciting to think about.

“So how do we deal with the negative emotions that arise when giving rewards?” Lilith asked.

Qin Fengliang smiled slightly: "This is easier to handle, President Li.

“First of all, I think it’s inappropriate to slash the rewards, because if the rewards are too low, players will definitely not play this mode.

“The reward still has to be attractive enough.

“But after players complete the story and receive rewards, they will feel much better, which will dilute the negative emotions.

“So my plan is: give rewards first!
“But after receiving the reward, the player is forced into the plot cycle. Before the plot is completed, they cannot exit or do anything else.

“Even if you force quit the game, you still have to continue the story the next time you log in.

"As a result, by the time players have finished the story, they are already exhausted both physically and mentally, and the little bit of joy they felt from receiving the rewards has long since vanished."

Lilith nodded: "Hmm? That makes sense!"

This is probably anti-human nature, right? But I have to say that this little trick is quite effective. After all, most people are emotional animals, and it is impossible to be absolutely rational.

"Okay, let's say we want to create a more complicated plot, then...

"Does the background of this game need to be adjusted a bit?"

Lilith realized that this had raised a new question.

Since there are so many characters and plots, the worldview must also be expanded, otherwise it will be difficult to accommodate.

Previously, the plot of "Endless Fantasy Tales" was relatively simple, just a basic template of "Dragon Quest", focusing on open world exploration.

But the "Endless Fantasy Tales 2" to be developed now is definitely more complicated.

"How about one country for each element?" Lilith naturally thought of this plan.

However, Qin Fengliang shook his head slightly: "Boss Li, this is the conventional way, it will never go wrong, and it is also easy to make a difference, but the problem is...

"Aren't we supposed to collect the negative emotions of the players?"

Lilith was stunned for a moment: "Oh, yes. Do you have any better ideas?
"Not designing a country according to the elements? That's weird, right?"

Qin Fengliang smiled slightly: "It's very simple. We can stagger the elements of the characters with the elements representing the country and make the difference between the buyer's show and the seller's show as extreme as possible, isn't that enough?"

(End of this chapter)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like