My game, you have no right to award

Chapter 19 I reflect first

Chapter 19 I reflect first

Just when the three people behind him were worried, Zhou Kuang was happy instead.

Have a good death!
He understood a little bit of his opponent's moves. As long as he died a few more times, he would be able to understand his opponent about 80%.

This is where the fun of soul travel lies. By constantly trying, you can improve your abilities, learn your opponent's moves, and then defeat the enemy.

There is indeed a lot of negative feedback before defeating the boss, and many people will be discouraged at this stage. Souls-like games are definitely not suitable for everyone.

But this doesn’t mean that Souls-like games are bad if you can’t play them, but rather that everyone has their own type of game that interests them.

Some people like to run a pub or a farm, some people like the speed and passion of racing, some people like the vastness of the open world, and some people like the thrill of killing in shooting games.

Games allow players to experience interactive experiences that are inaccessible in reality.

There is no distinction between high and low games. As long as it can bring fun to players, it is a good game.

This is the ultimate answer Zhou Kuang got after years of planning experience.

Of course, if the gameplay is sacrificed due to some off-field reasons, he believes that as a gamer, such behavior is shameful.

But sometimes, he can't blame others. After all, reality is reality and illusion is illusion.

The job Zhou Kuang was doing before he traveled through time was no different from those people, he also exchanged gameplay for money.

What right does he have to blame others?
Fortunately, he can make his own decisions now.

Moreover, whether the game producer is shameful or not has nothing to do with whether the game is a good game.

Some games are well-made and have interesting plots, but they are pay-to-win games, which makes people feel regretful.

If these games were single-player games with a one-time purchase from the beginning, their playability would probably be greatly improved.

This is also the reason why he loves single-player games.

When players overcome difficulties and defeat bosses through their own efforts, all previous negative feedback will become positive feedback and be returned to the hard-working players in multiples.

Just like Zhou Kuang now.

He died again soon, and the damage he caused was even less than last time, but he had unlocked another attack move of the enemy in his mind, so his death was definitely not in vain.

Next, the character he controlled kept falling to the ground, and he became more and more familiar with the enemy's moves, and the progress of the strategy was constantly improving.

However, the people behind him obviously didn't think so. They only saw Zhou Kuang failing again and again and doing useless work.

Ma Tu could hardly bear it anymore. Watching Zhou Kuang controlling the protagonist to die again and again, he felt a little ashamed. He had been doing this for so long and adjusted it dozens of times, but in the end, the first boss stopped Zhou Kuang.

Although the other party kept asking for high difficulty, he should have continued to argue for his point.

Just as he was about to speak, he saw Zhou Kuang starting another challenge.

This time he played very smoothly and passed the first stage easily.

He dodged the attacks of the spinning turtle more than ten times in a row. After each dodge, he would control the character to fight back, and depending on the enemy's moves, he would hit the enemy with two or three slashes.

Looking at Zhou Kuang's rhythmic operation, he held back what he wanted to say.

Attack, dodge, attack, dodge.

Ma Tu looked at the screen and suddenly had a strange feeling in his heart. Zhou Kuang was not fighting with the boss in real time. Instead, it was like two martial arts heroes, each countering the other's moves.

And now on the screen, Zhou Kuang is obviously the more powerful hero, who can see through his opponent, dodge his attacks, and then counterattack the enemy fiercely.

At this point, the game seemed to have become a turn-based game. Every move of the opponent was within Zhou Kuang's expectations, and dodging and attacking became extremely smooth.

Finally, with a scream from the rotating turtle, Zhou Kuang officially defeated the boss.

This slice of the game also came to an abrupt end. The trailer did not show the content after defeating the boss. Closing his eyes, Zhou Kuang began to recall the content of the game just now.

The first problem he noticed was that the attack determination was unclear.

Some of the Turtle's attacks seemed like they wouldn't hit him, but they did unexpectedly.

Many things that looked like they would hit each other passed through like a mold.

If the player's vision and brain judgment are not consistent, then they will not be able to immerse themselves in the game world, which is commonly known as "losing the game."

As for other problems like unsmooth combos, unreasonable feel, etc., these problems will still appear in many Soul-like games in 2024 before the time travel.

All of these can be attributed to the low degree of game completion, and the best way to solve it is to invest more time in polishing it.

Therefore, Zhou Kuang was very satisfied.

He stood up and found that the three people behind him looked a little nervous.

"what happened?"

Zhou Kuang was a little surprised. Development had reached this stage, and with such progress, weren't some people satisfied?
He thinks the progress is quite fast?

Do you think the quality of the demo should be better?
Zhou Kuang's impression of these people instantly improved a bit.

If all employees were like them, then there would be no need to worry about making bad games.

Ma Tu spoke first: "Brother Kuang, what do you think of the difficulty curve?"

"Great!"

Zhou Kuang answered without any concealment.

Hearing this answer, Ma Tu was stunned.

But didn't he just die nearly twenty times? How could he still say the difficulty curve was good?

Could it be that the boss had insisted on rejecting his suggestion to make the project more difficult during the previous production phase, so he was embarrassed now?

Ma Tu thought for a moment and decided to be smart and take the blame on himself to give Zhou Kuang a way out.

He looked serious, then reflected, "Brother Kuang, there was a problem with the difficulty control of this demo. It was the planning team's inadequate consideration of the difficulty curve balance, and it was my personal planning and leadership mistakes. I will go back and further analyze the players' needs and improve the game experience."

Yang Ji, who was standing by, was secretly impressed when he heard Ma Tu's words.

The other party did not lie that day. Now, in order to complete the project, he even took the blame from his boss. What a man!

But Zhou Kuang was confused. The evaluation he just uttered was "very good", right?

Then why did Ma Tu start to reflect for no reason?

He quickly waved his hands and said, "No, it's really no problem. This difficulty is very good!"

When Ma Tu heard Zhou Kuang say this, he felt that the other party was too embarrassed to let him take the blame, and he could only reflect more painfully.

"I was too focused on the challenge and didn't consider the experience of ordinary players."

Zhou Kuang almost fainted. He had already said that there was no problem, so why did the three of them act like he was trying to be brave?

Finally, after much persuasion, Ma Tu finally understood that he really thought the difficulty was no problem.

"But, I died dozens of times!"

Ma Tu said blankly that he had never seen such a death since he started his career, and said that the difficulty was not a problem.

(End of this chapter)

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