When I write a bug it becomes the core gameplay
Chapter 529: Plot approach
Chapter 529: Plot approach
After determining these contents, the remaining contents are easy to add.
Lilith kept up her efforts.
"Then the entire worldview, on the surface, must still follow "Endless Fantasy Legend", which is still a Western fantasy style and open world.
“It’s just that it’s a bit difficult to integrate so many characters into the worldview.
"How about not blending in? How about just inserting the character into it without any plot performance?"
Qin Fengliang quickly shook his head: "Mr. Li, that is obviously inappropriate!
“This is not conducive to players having negative emotions.
"Do you think, if these characters have no plot performance at all, will the players be very depressed? No. They will only find it humorous and want to laugh.
“If you just feel this way, it won’t actually produce too many negative emotions.
"The plot is a color enhancer for the character. This color enhancement can be bright or it can have the opposite effect.
"Assuming that the plot is excellent, players will like these characters and naturally want to draw them more. We can use this psychology of players to maximize the effect of our card drawing system.
“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.
“Anyway, I think doing drama in this situation is a win-win: we win twice.
"I have to say that this idea of getting more and more weird is really good. Otherwise, we can only deliberately mess up the plot, but it will lack flexibility and make players wary."
Lilith nodded suddenly: "Indeed! One of the keys to generating negative emotions is to have changes, not to remain unchanged. Moreover, it is best to change for the worse."
If the game has no plot, or if the plot is always good or bad, it will not be able to generate the greatest negative emotions.
Because players will get used to it.
The diminishing marginal effect of collecting negative emotions is also obvious.
But if it is good and bad, it can optimize the collection of negative emotions.
First create a better plot, and then the players will be very excited and draw cards one after another, and then draw more and more cards, breaking the defense;
When the players continued to go through the plot with high expectations, they were suddenly fed a big meal by the plot. This time, even if they didn't draw a card, they were about to break their defense;
Next time, the players were ready to continue scolding, but the plot turned out to be unexpectedly good, and then they drew cards again and broke the defense again.
How many players can withstand this combination of punches?
Of course, just like the card drawing system where the cards are drawn more and more, no matter how complicated the routine is, players will see through it after playing too much.
But it didn't matter, because Lilith had already made a lot of money by then.
"Okay, so to put it this way, the plot must be done, and it will be good and bad at times, so erratic that players can't predict it!
“This really tests the plot planning skills.
"And in this way, the plot system has two points that must be finalized: first, the plot cannot be skipped, and second, the plot can be visited repeatedly."
Lilith quickly wrote down these two points.
Because the plot is to be used to allow players to fully break the defense, it must not be skipped. Otherwise, if the players all jump and don’t even look at it, how can they break the defense?
As for the repeatable tour of the plot, it is naturally to give players an opportunity to eat **** repeatedly.
"But how to ensure that players repeat the visit? Do we need to give some rewards?" Lilith fell into deep thought.
If there are good and bad parts of the plot, then even if players want to experience the plot repeatedly, they will definitely only experience the good part.
This is obviously detrimental to the production of negative emotions.
The intuitive solution is to give rewards.
Those bad plots will give you 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 the player hangs up and receives the reward and draws cards, will it definitely generate enough negative emotions?
This still requires a question mark.
Qin Fengliang said: "Mr. Li, this is actually easy to solve.
“For this function, we can make two systems.
"The first system is called 'plot restoration'. After players use this function, they can restore the plot system in the game to its original state. Of course, after restoration, the rewards received cannot be received a second time.
“This is mainly for players who want to relive the plot.
“But, if you want to restore it, you have to restore it all, you can’t just restore specific chapters.
“Players have to go through the plot from the beginning, and naturally they have to experience the unpleasant parts over and over again.
"The second system is called 'plot review'. Of course, for the official version we must come up with a high-end package, such as the 'memory system'. Players can go back to memories to relive touching moments, fight powerful bosses, etc." "But no matter what it's called, its function is the same.
"Players will enter a random plot segment and be forced to complete it, otherwise they will not be able to continue the game.
"As for what this fragment is, the player cannot choose independently. On the surface, it is random, but in fact it is not.
"It is filtered based on the player's skip speed."
Lilith was stunned for a moment: "Skip speed?"
Qin Fengliang nodded: "Yes, the skipping speed of the game plot can of course be calculated."
Lilith roughly understood: "In other words, the faster the player clicks the mouse when passing through this plot, the easier it is for this plot to appear in the 'plot review'? It seems to be a good idea!"
There are two common ways to express plots in games.
One is CG and the other is dialog box.
Generally speaking, the speed of CG cannot be adjusted. You have to watch it from beginning to end or skip it directly.
This work is compiled and uploaded by Liujiu Book Bar~~
The dialog box is different. Generally speaking, the method of "clicking the first time will show the whole sentence, and clicking the second time will cut off the next sentence".
This is also a convention based on many years of production experience in the game industry.
Although the plot of this new game cannot be skipped, the only things that cannot be fast-forwarded at all are some large CGs. As for the usual dialog boxes, you can still speed them up a little bit.
And this acceleration, in turn, provides data support.
In which plot did players speed up the most operations?
That means he dislikes this episode the most.
In this case, let's start from this paragraph when reviewing the plot.
After reviewing this section, choose the next section that has more acceleration operations.
It’s exciting to think about.
"So how to solve the negative emotions caused by rewards?" Lilith asked.
Qin Fengliang smiled slightly: "This is easier to handle, Mr. Li.
“First of all, I think it’s inappropriate to slash the rewards, because if the rewards are too low, players will definitely stop playing this mode.
“The rewards still have to be attractive enough.
“But after players complete the plot 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 to enter the plot cycle. Before the plot is completed, the player cannot exit or do other things.
“Even if you forcefully quit the game, you still have to continue playing the plot the next time you log in.
"In this way, by the time the players finish the plot, they will be exhausted physically and mentally, and the little bit of joy they felt when they got the reward has long since disappeared."
Lilith nodded: "Huh? That makes sense!"
This is probably anti-humanity everywhere, right? But I have to say that this little trick works quite well. After all, most people are emotional animals, and it is impossible to be absolutely rational.
"Okay, assuming we want to create a more complicated plot, then...
"Does the world background of this game need to be adjusted a little bit?"
Lilith realized that a new question had arisen.
Since there are many characters and plots, the worldview must also be expanded, otherwise it will be difficult to accommodate.
The previous plot of "Endless Fantasy Legend" was relatively simple, just a basic template of "Dragon Quest", focusing on open world exploration.
But the "Endless Fantasy Legend 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: "Mr. Li, this is a routine practice. It will never go wrong, and it is easy to make a difference, but the problem is...
"Aren't we going to collect players' negative emotions?"
Lilith was stunned for a moment: "Oh, yes. Then do you have any better ideas?
"Not designing a country according to its elements? Isn't that weird?"
Qin Fengliang smiled slightly: "It's very simple. We stagger the elements of the character and the representative elements of the country, and maximize the difference between the buyer's show and the seller's show. Isn't that enough?"
(End of chapter)
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