Top game producer
#164 - It can be said to be very real.
"I think when people mention Chinese-style parents, words like strict and controlling will definitely come to mind. When I was in school, my parents trusted me quite a bit. The computer was in my room for me to use for study materials. But there was a period when I was really into playing games. I would secretly get up to play on the computer after my parents fell asleep, and then I would doze off in class during the day. I did very poorly on the exam that time.
At that time, I could already sense that they suspected I was secretly playing on the computer, but I was addicted to playing and didn't care about anything else. One early morning, when I was playing on the computer, my dad suddenly opened the door to my room, then turned on the light. I looked at him, and seeing his suppressed gaze, it felt like thunder was crashing in my head. I was completely stunned.
Then I got a beating. My butt was almost beaten to a pulp, and the computer was moved from my room to the living room."
"Ugh, parents can be terrifying when they get angry."
"Speaking of control, my mom was very sensitive about me dating back then. Once, I was walking in the park with a female classmate, and one of her colleagues saw us. That night, she interrogated me, asking who the girl I was with was. We were just friends, which made me feel really awkward. No matter how much I explained, she wouldn't believe me."
After listening to the employees' enthusiastic speeches, Wang Jian summarized and wrote down several keywords on the whiteboard: "It seems that everyone's main impressions of Chinese-style parents can be summarized as valuing academic performance, being strict, controlling, and not being good at expressing their love.
Parents have demands on their children, and children also have their own feelings. Considering these factors, we can use the two attributes of 'Parent Satisfaction' and 'My Pressure' to directly reflect this feeling. →"
Wang Jian then explained these two attributes.
Since the game is meant to resonate with players, it must be close to real life.
In reality, children experience pressure for various reasons during their growth, such as parents being dissatisfied, poor exam results, being too tired from studying, and so on.
In the game, the arranged events are divided into two types: studying and entertainment. Studying can increase various attributes, but it will also increase the pressure value. When the pressure value is too high, it will turn into a psychological shadow, which will then affect the child's personality, making them become indifferent, selfish, and so on.
This design is to remind players not to blindly make their children study for the sake of grades, but also to arrange appropriate entertainment activities. Combining studying and entertainment is the only way to cultivate healthy individuals.
When the psychological shadow is full, the child will completely collapse, eventually reaching a tragic ending such as going crazy or going to jail:
"You are exhausted physically and mentally under the dual pressure of your parents and yourself. The area of your psychological shadow continues to increase until you can no longer bear it, and you finally collapse!
In the end, everyone sees a strange person who no longer contacts anyone, no one recognizes. You have many things you want to do, but you can't do any of them in the end, and you can only leave hope for the next generation!"
There are two main ways to relieve pressure.
One way is to arrange entertainment activities in each round, and the other way is to buy stress-relieving props in the convenience store, but there is also a limit to the number of times each round.
The planning team members nodded in agreement.
"As expected of the boss!"
"This design is very realistic. Excessive pressure will turn into psychological shadows and even produce negative personality traits."
"I once saw a news report about a child who chose to run away from home due to excessive academic pressure. There was no news of him for decades. When they finally found him, he had become a homeless person."
"Nowadays, we occasionally see news reports of students who choose to go to extremes because of the pressure to study and achieve good grades. It really is a problem."
"If there are parents among the players, they will definitely reflect on whether the pressure they put on their children is too great when they see this ending. Even if the players are not parents yet, they will consider it more when they have their own children in the future, and they might remember this game they played."
"That's right. No matter how good the grades are, if there is a problem with the personality, can they become useful talents in the end? Can a selfish and indifferent person get along well with colleagues and cooperate in a team when working?"
Bai Li'ao suggested: "I think that personality is not just a description of the character on the surface. It can also have some specific effects in the game. For example, negative personality traits reduce the attributes gained from studying, and corresponding positive personality traits do the opposite, increasing the attributes gained from studying."
Wang Jian praised: "Good, this idea is very good and can be adopted. How exactly to reduce or increase will be considered during the in-depth design."
He continued to explain.
In addition to arranging activities, another main content of the game is 'brainstorming,' which greatly enriches the game's playability.
In each round, the character's action points are replenished. By consuming action points, you can play the 'brainstorming' game. Different colors and shapes of blocks represent different attributes. For example, teardrop-shaped blue blocks can increase physique, and triangular green blocks can increase intelligence.
Blocks with a light bulb pattern can increase comprehension, which is essential for learning new skills.
In addition to these most common blocks, there are also some special blocks, such as blocks that increase attributes each round after being clicked, explosion blocks that can eliminate blocks within a 3×3 grid, and blocks that open a full map view. Clicking a block can eliminate all visible blocks of the same color. Clicking these blocks also consumes more action points than clicking basic blocks.
Initially, the character's action points can only be used for brainstorming, but as the game progresses, more uses appear.
For example, consuming action points to work part-time for pocket money.
Or chatting with the pretty girls at school, but this will reduce the action points available for brainstorming, which may lead to slower learning progress and lower grades. How to weigh the pros and cons is something that players need to consider.
By arranging daily schedules, there is a certain chance of obtaining corresponding event-related skills.
For example, arranging "swimming" may result in obtaining the skill "White Streak in the Waves."
In addition to increasing the growth attributes of family descendants, skills can also play a role in face-offs.
"Face-offs?" The planning team members looked a little confused.
Wang Jian smiled: "Face-offs are a bit similar to the scene in 'Boring Life' where the protagonist flaunts wealth with his drinking buddies."
A chorus of understanding voices: "Oh!"
Face, is a very Chinese characteristic word.
The face-offs in the game are derived from life and are very realistic.
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