Top game producer
#165 - Game design inspired by life
Wang Jian believes that the 'face' competition in 'Chinese Parents' is one of the most interesting aspects and resonates strongly with players.
In life, most people have probably experienced relatives and friends visiting their homes when they were young, chatting with their parents about everyday matters. These conversations inevitably involve boasting about things that bring 'glory to the family,' such as 'My child did well on the exam this time,' or 'We went abroad for vacation, the scenery was beautiful,' and so on.
Turning this experience into a game results in 'face battles.'
In a face battle, parents will flaunt your talents to show off, reducing the opponent's 'pride points,' or 'smugness value.' The opponents will also 'mutually harm' each other's parents. Ultimately, whoever has more 'health' or 'pride' has more face.
Of course, the game not only needs to be fun and relatable, but also needs a specific reward mechanism.
When players win a face battle, the parent's 'face' increases, represented by a specific numerical value.
As mentioned before, the parent's satisfaction and stress levels are two major values. When the parent's satisfaction is at its maximum, it triggers an opportunity to request a reward. These reward activities are much better than regular activities, whether in terms of increasing attributes or reducing stress.
Besides having reward opportunities from parents, the 'face' value also needs to meet certain requirements. The pursuit of rewards will motivate players to win face battles.
Wang Jian continued, 'Besides face battles,
Chinese Style Parents" also has some other very Chinese characteristics, such as lucky money.
An unforgettable memory of childhood must include Chinese New Year, where you can play happily, watch fireworks, and parents won't scold you on this day. Receiving lucky money is the most representative aspect of Chinese New Year.
Legend says that in ancient times, there was a little demon with a black body and white hands named 'Sui,' who would come out to harm people every New Year's Eve. It would touch the heads of sleeping children three times, causing them to cry in fear, then develop a fever, talk deliriously, get sick, and turn into idiots.
Therefore, lucky money appeared, a homophone for 'suppressing Sui.' Giving children lucky money during the New Year represents a beautiful blessing from elders to their juniors. It is a talisman given by elders to protect children and bless them with health and good fortune in the new year.
The planners' eyes revealed excitement.
"Putting lucky money into the game? I feel like this idea is very good!"
"That's right, receiving lucky money is my most profound memory of the New Year! When I was little, the whole family would gather together to eat a reunion dinner, dumplings, and roast duck, and watch the Spring Festival Gala. After dinner, I would kowtow to my grandparents and all my uncles and aunts, and they would give me a red envelope. Although the red envelope was taken away by my parents when I got home, they would still give me back a little bit as pocket money, which I would then use to buy various firecrackers to play with."
"When I was little, there was a large bookstore near my house. Inside, there was a complete set of detective novels that I really wanted, displayed in a very prominent position, but my parents always refused to buy it for me, saying, 'How about buying you a set of encyclopedias?' I didn't agree. The day after I got lucky money, I excitedly ran to the bookstore early in the morning and bought the detective novel collection I had dreamed of. This is my most beautiful memory about lucky money."
"The relatives' red envelopes are fine, but if parents' close friends come to visit for the New Year and want to give red envelopes, that's practically like a fight, 'Take it! What's given to you is yours!' 'No, Auntie, you're too kind!' In the end, they reluctantly accept it. Actually, parents will also give a red envelope to their friend's child, so no one takes advantage of anyone."
"Same, same."
"Hehe, all my lucky money was taken by my mom to play mahjong."
"But how do we combine lucky money with the game?"
"Isn't that simple? Just use the form of events. Write everyone's stories about lucky money into it. Clicking on the lucky money event will show a random story, and then pocket money increases."
"Just in the form of text? Although that's not bad, it seems a bit monotonous. I think that events with such high importance as lucky money should be different from ordinary events and made more playable."
"That makes sense."
Bai Li Ao pondered while the planners were arguing, then suddenly revealed a flash of inspiration: "I have an idea, how about making it into a mini-game?
Like in the discussion just now, relatives want to give you a red envelope, but you can't directly accept it. You have to be polite, while they try hard to stuff it into your pocket, and you have to refuse until the atmosphere is right to accept it.
Adapt this part into a game. Within the specified time limit, relatives push the red envelope in your direction, and you have to push the red envelope back towards the relatives by clicking the mouse. If the time ends and the red envelope's position is in the middle area, it counts as receiving the red envelope. If it's not in the middle area, or it goes beyond the boundary during the back-and-forth, then the game is failed, and you don't get the lucky money."
The planners nodded.
"This idea is good!"
"I think it's ok."
Wang Jian was also a little surprised.
In fact, what Bai Li Ao had just thought of coincided with the lucky money mini-game in "Chinese Parents". He didn't expect that he had just started the topic without guiding it, and Bai Li Ao had already thought of this inspiration.
"Not bad, this idea can also be adopted."
Next, Wang Jian talked about other content in the game.
The romance system appears when the character enters junior high school, equivalent to a simple romance mini-game.
There are different types of female classmates. Consuming action points allows you to chat with them.
Choose one of three options. Some options can increase favorability, some decrease favorability, and some don't increase or decrease it.
The same option may have different reactions from different female classmates.
For example, discussing study with a scholarly female classmate increases favorability, while dragging a sporty, academically poor girl to discuss study decreases favorability.
However, Wang Jian plans to make some improvements to the content of the romance system.
He feels that these options are a bit too vague and unclear, making it difficult to distinguish whether they increase or decrease favorability. If players often choose the wrong option and consume a lot of action points but the favorability doesn't increase, it will definitely lead to a bad experience.
Therefore, in addition to making the results of the options more intuitive for players, add increase/decrease favorability prompt symbols when the same choice appears again after it has been chosen once.
There is also the brain-storming part, which he also plans to improve.
You have to brain-storm every round. It's still relatively fresh in the first playthrough, but when players play multiple playthroughs, they will feel that this process is very cumbersome and repetitive.
Therefore, Wang Jian plans to add an automatic brain-storming button, which can be turned on in the third playthrough.
Although it definitely can't compare to players personally brain-storming to reasonably plan paths and increase more attributes, it can save a lot of time and make the game easier for players to play.
There is also the part-time job section.
Originally, it only consumed action points and increased pocket money. Wang Jian plans to improve it to also increase certain attributes while increasing pocket money.
After listening to Wang Jian's explanation of the main content of the game, the planners were eager to try and excited.
"Chinese Style Parents" will definitely become another blockbuster game for Long Yuan!
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