For example, Jin Yangyao said that the mayor was very young when he found her, but when the player meets the mayor, it is obvious that the mayor is already an old man with gray hair.
From this point onward, the plot truly enters the core of the second chapter.
The plot has progressed to this point.
Going further down, the task becomes clear.
On one hand, the main storyline will definitely be pushed forward; on the other hand, Jin Yangyao's personal storyline has also made some progress.
However, the plot is clear.
But we've pushed it this far.
When the third section of Chapter Two ended, the group found themselves unable to continue the main storyline because...
I'm stuck at the level cap.
"Huh!? Even Spark's game has level-capping issues!"
"No way! My Yangyang wife hasn't confessed to me yet!"
"God! My favorite character in the world is the Trendy Elf, and you're telling me I'm stuck on leveling up?! What the hell?!"
"It's already starting to grow grass?"
"What a load of crap! Didn't you see my side quests? I haven't done a ton of them."
"Holy crap, how come there are so many?"
Galaxy Paradise's game development approach.
It shares similarities with many games that focus on the story experience, but also has many differences.
Lin Li understood perfectly.
A game cannot be sustained by its storyline alone.
The method of diluting a bowl of chicken soup with water, as used in Genshin Impact, will ultimately not work, let alone even if Genshin Impact had already diluted the chicken soup with water.
There is still a long period of overgrown grass.
Therefore, Xinghuo considered this issue when designing "Galaxy Paradise".
Galaxy Paradise is a "core game" rather than a secondary game.
While Xinghuo has provided many ways to reduce the burden on Xinghe Paradise, this reduction is aimed at users who don't have time.
But at the same time.
Spark also needs to provide more gameplay content for players who are willing to dedicate more time.
Therefore, when the game's story reaches this point...
With all the groundwork laid and the hooks in place, it's time to capitalize on the player's desire to see more and guide them to explore other gameplay elements.
Chapter 381 It Just Won't Stop
The method of using hooks is quite underhanded.
However, it is very practical. Otherwise, when players actually play through the game in one go for more than ten hours, the sense of relief they feel would render all other frameworks in the game ineffective.
To put it bluntly, this is an open conspiracy.
A clever strategy that allows players to temporarily detach themselves from the main storyline and enjoy the gameplay.
For traditional second-time gamers, this process is actually not very important.
Because they don't really have any games to play.
Therefore, in most sequels, this transition is to let players understand the character growth system, the character development system, and the pay-to-win system.
However, for Galaxy Paradise, this turning point was a process.
Very important.
It could even be said to be just as important as the main storyline.
Let's take "Mingchao" as an example again.
After its initial major version failed, the subsequent three versions all had quite remarkable storylines. Jinxi, Changli, and the Guardian are all chapters worth discussing separately.
However, despite its excellent content, "Mingchao" did not become popular again. Instead, after Jinxi's brief resurgence, it remained in a lukewarm state.
The biggest problem is...
The only problem is that the hiatus period for "Mingchao" was too long.
Secondly, the gacha-style logic also makes "Mingchao" feel as restrictive in terms of gameplay as "Genshin Impact".
Normally.
We say that playing traditional MMORPGs feels like working a job.
In reality, both "Mingchao" and "Genshin Impact" feel more like a chore and more boring than MMORPGs during their downtime.
Because of the fact that you can farm in an MMORPG, you might at least get some useful equipment, things that can improve your combat power, rare items, and so on.
It can be compared to the game "Genshin Impact".
Players spend ten to half an hour working for resources, often only to receive about one "draw" of resources.
What can you do with about one draw of resources?
I can't do anything.
Moreover, these part-time jobs are often quite boring, even disgusting, so a large number of players will naturally leave after a few days or even one to two months.
Once lost.
It will be difficult to find them again.
Both involve experiencing the storyline.
Why not just watch the live stream and skip the storyline? Why bother playing it yourself?
This is an unavoidable hurdle.
In fact, "Mingchao" has no shortage of gameplay options, whether it's the "Pokémon" voice system, the "roguelike" mode, or even the new modes added later.
The gameplay is actually not bad.
pity.
In order to sell cards, these strategies ultimately revolve around a core principle that cannot be avoided: positive feedback.
No matter what the player does, they will not become stronger.
The Pokémon Sound Relic system is slightly better, and therefore, the most fun time for Naruto on the world map is during the early stages of exploration, where you can play around with Sound Relics.
However, as the sound system was rapidly depleted, the system became boring.
Moreover, in both Naruto and Genshin Impact, most of the gameplay is reversed.
In a normal game, it would be that I participated in some kind of gameplay and became stronger.
In most anime-style games, participating in gameplay doesn't make players stronger, because the most valuable thing is the gacha resources.
Lin Li was a latecomer.
They have a very clear understanding of these things.
Therefore, Galaxy Paradise offers a wealth of gameplay options, including mining, house building, and equipment crafting, as mentioned before, in the full version.
Spark has removed the experience dungeon.
This brings back the important growth element of leveling up.
In Galaxy Paradise, players have an exploration level.
You can gain exploration experience through exploration, quests, mining, building, and monster hunting. This exploration level is linked to your character level and is applicable to all characters.
In other words.
If your exploration level is 10, then all the characters you own will have attributes at level 10.
When your exploration level is 60.
You get a new character and immediately reach level 60.
In this way, the character's upgrade becomes a very strong positive feedback loop.
In-game experience thus becomes a positive feedback value.
Although both involve leveling up, this system is completely different from the experience-based leveling system in Genshin Impact.
Genshin Impact-style experience leveling.
The experience is actually quite poor. Once a player gets a character, they need to use experience potions to level up to the maximum level, which seems no different from leveling up through exploration.
However, this sudden level increase is not linked to any of the player's gameplay.
It's only related to grinding experience dungeons.
In other words, the positive feedback players get from grinding experience dungeons is merely to increase their character's progress bar.
In "Galaxy Paradise", the feedback from this upgrade is linear.
To control this curve, Spark was very cunning.
Players gain experience by completing quests, exploring, encountering new monsters, and creating new items. In short, you can't just stay in one place and repeatedly grind monsters.
Players are encouraged to explore, complete side quests, and discover new things and systems in the game.
What if the player gets obsessed with something during this process?
Then you've made a profit.
Of course, it's not that you get absolutely no experience from grinding monsters.
Based on the strengths of the "Pokémon" system, Starfire has created many variations of the same monster. Players can encounter these variant monsters while fighting monsters, thereby gaining exploration experience.
Secondly, the feedback from leveling up is very strong, since all characters level up at the same time.
the most important is.
The numerical design team at Galaxy Paradise also provided feedback.
Why is leveling up in games like Genshin Impact so unsatisfying?
Because after you level up, you find that even at the maximum level, you can barely defeat the enemies in the open world. In other words, the player's experience with an initial character is negative.
Spending experience to max out a character's level only makes the negative experience feel positive.
What kind of enjoyment can there be in that?
However, in Galaxy Paradise, there is no large world level in this game. The monsters that players encounter are distributed in tiers, which means that after you level up, you can easily defeat the smaller monsters.
Moreover, the output obtained remains constant.
Of course, in the later stages, the output of early monsters will definitely not be as valuable, but the crafting system and building system will still make these materials useful.
This is an example of how a small change can have far-reaching consequences.
While it may seem like just a difference in how characters level up, the entire gameplay has been completely altered, with the game's numerical and gameplay design approaches being entirely different.
In Galaxy Paradise, players can gain positive feedback by completing tasks, exploring the world, and fighting monsters. This feedback comes from character level growth, equipment crafting growth, building growth, and the enjoyment of exploration and combat itself.
Such a world.
Once you get the hang of it, you simply can't stop until you reach the maximum level.
Chapter 382 What? It's already evening?
This is the underlying logic behind the inclusion of pay-to-win elements in traditional MMORPGs.
And now.
Spark has almost completely removed these traditional pay-to-win elements.
Only the core gameplay and enjoyable elements are retained.
Not only that, Lin Li also created this huge pit for all players.
Walk a little further out of the town.
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