Big players carefully considered it and felt that although this clause looked a little bit eye-catching, it was indeed reasonable. After all, the interaction between people and NPCs is a two-way behavior that will affect both parties.

It's like someone goes to a store as a customer to buy something, and the cashier is a new intern.

The more customers the intern handles, the richer her experience. In the end, because of her accumulated experience, she graduated from an intern to a formal employee.

But as a customer, you can't say to the intern: "I come to buy things every day, and I helped you accumulate work experience to become a formal employee. You have to pay me."

Anyone who says this will probably get a roll of the eyes from the girl.

The same is true for NPC AI training.

The more players interact with NPCs, the smarter the NPCs will be. Every new NPC is more or less confused and stuck when it appears, and even when they hear the strange words of the players, they will show an expression of incomprehension and react for a long time, but after a few days, they will get used to the words and deeds of the players and be able to deal with it indifferently.

The big players who have sorted out all the threads, held the "evidence" and deeply believed that they had grasped the truth also posted a summary on the forum. After writing three or four pages of well-reasoned and well-founded articles, they made a summary speech.

"... I have to say that this game company and the entire production team give me a feeling of being very careful, cautious, down-to-earth and not playing by the rules.

From the evidence I have sorted out, it is not difficult to see that the birth of this game is likely to be accidental.

Obviously, this company is a small company that was founded not long ago, and its birth is almost synchronized with the time of the game's internal testing. This means that in the initial stage of the development of this game, the main business or development goal of its real developer was not the game at all, but the more profitable AI technology or medical brain-computer interface research and development projects.

I irresponsibly guess that it is probably because of the unsolvable difficulties encountered in the main business, and perhaps the excessive initial investment made investors unwilling, and the main creative team saw its unlimited potential with a keen eye... This project was eventually recycled as a game, sold or handed over as a whole to the current game company, and the current game company gamified it, improved it, launched it and continued to operate it.

In the previous incident of the thank-you letter from the recuperating players, the production team would especially emphasize that this game system cannot be used for medical treatment, perhaps because they have already walked this wrong path and know that it will not work.

But I can responsibly It is said that after changing the business ideas and development direction, this "failed project, no matter what it was used for before" has indeed been reborn as a very fun game.

And I think it is commendable that although this game is made with AI technology to reduce costs, all the original materials used for calculations are made by themselves. This is not my personal opinion, I believe everyone can see it.

The original character paintings, modeling, scene design and the hundreds of music libraries do not overlap with any similar or even different products on the market. If it were not for the endless emergence of small games, special UI systems system, I almost thought I had traveled to a real different world.

The current plot design is also very ups and downs. If I hadn't read the guide of the big guys, I would have never understood many of the dungeon plots. It is very original.

Of course, some people will say that this game itself combines a variety of game play methods - Cthulhu elements, C group play methods, JRPG-style online games, board games, and elimination games... In some limited-time activities, the production team also deliberately played memes in some titles, job names, and lines that are not related to the main line, paying tribute to certain works, and implicitly cueing each other as some special Easter eggs for players to discover.

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