After confirming these contents, the rest of the contents are easy to supplement.

Lilith continued to work hard.

"Then the entire world view must still follow the "Endless Fantasy Legend" on the surface, still in the Western fantasy style, open world.

"It's just that it's a bit difficult to integrate so many characters into the world view.

"How about not integrating them? Just stuff the characters in without any plot performance, how about it?"

Qin Fengliang hurriedly shook his head: "Mr. Li, that's obviously inappropriate!

"This is not conducive to the players' negative emotions.

"Think about it, if these characters don't have any plot performance at all, will the players be depressed? No. They will only feel humorous and want to laugh.

"If it's just this feeling, it won't actually generate too many negative emotions.

"The plot is a color enhancer for the characters. This color enhancement can be bright or counter-effective.

"Assuming that the plot is very good, then players will like these characters and naturally want to draw more. We can use this mentality of players to maximize the effect of our card drawing system that makes us draw more and more.

"On the contrary, 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 generate a lot of negative emotions.

"In short, I think that in the current situation, doing the plot is a win-win situation: we win twice.

"I have to say that this idea of ​​getting worse and worse is really good. Otherwise, we can only deliberately mess up the plot, which 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 this game has no plot, or the plot is always good or bad, it is actually impossible to generate the greatest negative emotions.

Because players will get used to it.

The diminishing marginal effect of collecting negative emotions is also very obvious.

But if it is sometimes good and sometimes bad, then the collection of negative emotions can be optimized.

First, create a relatively good plot, and then the players are very excited, and draw cards one after another, and then the more they draw, the more they break their defense;

When the players continue to play the plot with expectation, they are suddenly fed with a big bite of the plot again. Even if they don’t draw cards this time, they will break their defense;

The next time, the players are ready to continue to complain, but the plot turns out to be unexpectedly good, and then they draw cards again, breaking their defense again.

How many players can withstand this set of combined punches?

Of course, just like the card-drawing system that gets more and more difficult, no matter how complicated the routine is, it will be seen through by players after playing it too much.

But it doesn’t matter, because Lilith has already made a lot of money by then.

“Okay, if that’s the case, you must make a plot, and it must be good and bad at times, erratic, so that players can’t predict it!

“This really tests the skills of plot planning.

“And in this way, there are two points that must be finalized in the plot system: the first is that the plot cannot be skipped, and the second is that the plot can be visited repeatedly.”

Lilith quickly wrote down these two points.

Because we need to use the plot to fully break the players' defense, we must not skip it. Otherwise, if the players skip it and don't even watch it, how can we break the defense?

As for the repeatable tour of the plot, it is naturally to give players a chance to eat shit repeatedly.

"But how to ensure that players repeat the tour? Do we have to give some rewards?" Lilith fell into deep thought.

If the plot has good and bad, then even if the players want to experience the plot repeatedly, they will definitely only experience the good part.

This is obviously not conducive to the production of negative emotions.

The intuitive solution is to give rewards.

For those bad plots, you can give 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 gets the reward after hanging up and happily draws cards, will it definitely generate enough negative emotions?

This still needs to be questioned.

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 using this function, players can restore the plot system in the game to its original state. Of course, after restoration, the rewards that have been received cannot be received a second time.

"This is mainly for players who want to relive the plot.

"However, if you want to restore, you have to restore the whole thing, not just a specific chapter.

"Players have to go through the plot from the beginning, so they naturally have to experience those unpleasant parts repeatedly.

"The second system is called 'Plot Relive'. Of course, we must think of a high-end packaging for the official version, such as the 'Reminiscence System', where players return to the memories to relive touching moments, fight powerful bosses again, and so on.

"But no matter what it is called, its function is the same.

"Players will enter a random plot segment and must be forced to complete it, otherwise they will not be able to continue the game.

"As for what this segment is, players cannot choose it on their own. On the surface, it is random, but in fact it is not.

"It is selected based on the players' skipping 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.

6◇9◇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 common 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?"

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