When I write a bug it becomes the core gameplay.

Chapter 595: Creating an Involutionary Environment

Chapter 595: Creating an Involutionary Environment

Gu Fan's words made everyone feel enlightened.

Huh? Why didn't I think of this way of playing before?

Involution is, of course, a bad word.

Its original intention was meaningless and malicious competition.

Similar to the Henggang Middle School Simulator, no matter how hard students work, the exams are selective exams, not pass exams, which means that only the top few percent can get into a decent university.

Under this "proportional admission" mechanism, what does it matter if students increase their scores from 600 to 700? Only so many people can be admitted.

During this test, all the students suffered a lot.

This is a bit like the principle in a movie theater. When some people stand up to watch the movie first, others are forced to stand up as well, and the end result is that everyone has to watch the movie standing up.

But according to Gu Fan's analysis, this internal circulation system can also be utilized.

Because it can actually be broken down into:

The macro environment is inward-looking, while the micro environment is mutually beneficial. This is the most deceptive trap.

The so-called macro environment may refer to all colleges and universities and all students in an entire province, while the micro environment refers to the students of a specific college.

If both the macro and micro environments are inward-looking, then it will be a particularly suffocating system with a complete explosion of negative emotions. Although this system generates a lot of negative emotions, it is difficult to maintain and can easily collapse.

For example, if the situation within the school also becomes a zero-sum game, then students will attack and report each other, using all means possible.

If both the macro and micro environments are mutually beneficial, then an uplifting atmosphere will be formed. There will be no conflicts of interest between each other, and naturally there will not be too many negative emotions.

The macro environment is mutually beneficial, while the micro environment is inward-looking...this situation is basically impossible to occur.

Only when the macro environment is inward-looking but the micro environment is mutually beneficial can it best meet Ms. Li's needs.

A small environment is mutually beneficial. For example, in a class in a university, students explain problems to each other. You are good at math, and I am good at physics. We explain math problems and physics problems to each other respectively, and improve our grades together next time. This is a positive feedback that benefits both of us.

There is no such situation that "if you are good at math, I will be bad at math."

However, the overall environment is inward-looking, with the entire province still admitting so many people. If someone scores one point higher than me, it is very likely that he will be admitted while I will not.

But even so, students do not regard their classmates as direct competitors.

In this environment, students in the same class and school will encourage and help each other, and will not waste too much energy on each other. However, this has led to a more inward-looking environment and more brutal elimination.

It is difficult for students to realize this, or even if they realize it, they have no way to change it.

Within such a framework, negative emotions can continue to be generated, which is undoubtedly Lilith's favorite method.

As for the game "Henggang Middle School Simulation", its idea does not have any major problems, and it has indeed garnered a lot of negative emotions, which can be considered a successful experience and has a high reference value.

Of course, the only problem here is that Henggang Middle School exists in reality, and students can only be forced to participate in internal competition in order to have a better life in the future.

But "Against the Sky" is just a game. Why do those zero-paying players have to play it?
Even if they are not killed by kryptonians, they may not come to play. After all, there are so many equally excellent stand-alone games on the market, or PC games and mobile games with stand-alone gameplay.

Not to mention anything else, just look at Against the Heaven's own "Endless Fantasy Tales 2". Even though it is an old game and has entered the end of its operation, it is likely to snatch away a large number of players.

The solution Gu Fan proposed was simple and crude: give out money!

It's like in some games you can move bricks and eat pork ribs.

Zero-spending players can rely on luck or strength to obtain some props that can be traded directly on the platform, or other tradable items.

As long as they can make a little money and eat spare ribs every now and then, they will continue to play this game happily.

This is difficult for other companies because doing so means the manufacturer making concessions or even making losses.

Given a certain scale of game, the recharge amount of paying players is limited. If manufacturers give more to non-paying players, they will earn less themselves, which is unacceptable to most manufacturers.

After all, their ultimate goal is to make money, and making less money would be more painful than killing them.

But it’s different for Nitiantang. Ms. Li doesn’t really care about making money.

At this time, Nitiantang was very wealthy, and with so much money in its account, it was fully capable of running this system. If enough negative emotions could be received, it would be a great deal for Lilith.

Lilith was very happy: "Okay! Against the Heavens will use this framework!"

"Then... Wei Chengjie, you come and think of the specific framework!"

She was still deliberately dispersing the designers so as not to let Gu Fan finalize all the designs, as that would make the risks uncontrollable.

Wei Chengjie was suddenly called upon and was a little confused, but after careful consideration, he gave a relatively detailed answer.

After all, Wei Chengjie had worked for Shengjing Group on traditional krypton gold games for a long time before coming to Against Heaven, so he was very familiar with this aspect. "Suppose we want to replicate the model of Henggang Middle School in the game...

“Then I think there are two points that are of paramount importance.

“First, it is a relatively complete regional matching mechanism.

“Second, it’s the picking model.

"The so-called regional matching mechanism is just like the simulation of Henggang Middle School. The level of nearby schools should be similar, so that these ordinary colleges and universities can compete with each other, and they will be more motivated.

“If the gap between the two schools is too big, they won’t be able to motivate each other.

“It’s the same in gaming.

“Suppose we allow players to establish various sects and caves, or the government establishes sects and caves for players to join, then we must ensure that the strength of the sects and caves in the same area is not too different, so that they will compete with each other.

“The elite selection model is to ensure that when everyone’s overall strength is similar, there must be a special elite selection mechanism, and there must be a super giant in a certain region.

“It’s similar to Henggang Middle School.

"Through the elite-selecting model, it can snatch the best students from other schools. In this way, students will work harder to get into Henggang Middle School, or to stay in Henggang Middle School without being kicked out.

“In the same area of ​​‘Against the Heaven’, although there are sects and caves with similar strength, there must be a super giant sect.

"This sect can pick the best from all over the place, master various resources, and provide players with better welfare benefits. But its internal affairs must be very cruel, with an elimination mechanism.

“In addition, there is competition between the giant sects in each region.

"If we can do all these details well, then I believe that even if this is an involutionary system, it will be able to attract enough players to play."

Zhou Yang nodded slightly: "Well, it sounds pretty good.

"But...will this make the game very hard to play?
“Like going to work.

"I think it's better not to be too hardcore, as this may discourage players. You can let them log in every day, but it's best if the basic game time each time does not exceed two or three hours."

Obviously, this is also a very critical issue.

The system designed by Wei Chengjie looks good, but since the competition is so fierce, players with more time will definitely have a natural advantage.

If players become inward-looking in this regard, it will become a deadlock similar to that of MMORPG games: players with more time will improve much faster than other players, and the game will become like going to work. Over time, a large number of casual players will be discouraged and the player base will not be maintained.

Wei Chengjie nodded: "Of course, we must limit this.

"This is easy to do. We just need to set up an 'offline practice system'.

"The speed at which players' personal caves produce spiritual energy is limited. When practicing with spiritual energy, the speed will be much faster. But once the spiritual energy is exhausted, the player's practice speed will be no different from offline practice.

“Of course, players can also spend money to buy better caves.

“This is essentially the same as the stamina system in other games, just packaged differently.”

Gu Fan added: "Since it is a highly social game, it is inevitable that you have to work hard, and it is also inevitable that playing the game is like working.

“All we can do is to schedule regular activities at noon and in the evening as much as possible to reduce the burden on players.

“But we can’t completely favor casual players, otherwise, players will not be competitive at all, and how can our system still work?

"Players who play badly can get some small income from the game regularly. For example, they can sell their cultivation achievements, or directly ask the official to withdraw money. They can sell a few dozen yuan every now and then to supplement their meals, but the income is definitely far less than those players who are fully present."

After listening to everyone's discussion, Lilith's eyes gradually brightened and her thoughts became clearer.

"Very good, as expected, brainstorming is still necessary. Isn't the general framework now clear?

"We divide the entire world of immortal cultivation into different states and different servers, and set up the large and small sects in each area.

"There are fixed NPC sects, and players can also choose to form their own sects. Although these sects are called sects, to be more precise, they are actually schools or companies with very strict management.

“All cultivators are actually students or workers. They practice in the sect with the goal of entering other higher-level sects, such as from a Qi Refining Sect, to a Foundation Establishment Sect, and then to a Core Formation Sect.

“In the step-by-step promotion process, there will be an admission rate that screens out most people.

“Although there are PVP activities between sects, or situations where they join forces to fight against extraterritorial demons, generally speaking, there is no direct confrontation between players.

"The focus is not on the PK between players, but on letting them find ways to pass this promotion mechanism."

Zhou Yang raised a new question: "But...what should those players who quickly reached the top by spending money do if they can no longer play?"

Wei Chengjie also asked: "How do we solve the problems in the studio?"

(End of this chapter)

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