crush the rich

Chapter 805 805

The following plot, kpi does not want to recall at all.

In fact, as far as the game experience itself is concerned, the process is still very interesting.Yin Lian didn't stop doing this part of the plot because he didn't encourage misbehavior. On the contrary, because he wanted to give everyone the corresponding lessons and insights, so that they can empathize with the game, so many plots are extra distracting. .

Or, there is nothing wrong with describing it as "poke the heart".

For example, if you try to "sweep supplies" in the wasteland society, the way of expression is very similar to burglary.And in this process, if it is a common practice, the game will arrange ordinary encounters, but Yin Lian did not design it as an ordinary rpg battle, but paid more attention to the plot itself.

In other words, according to the composition of the remaining NPCs, if there are young children in the invaded house, the player may encounter a mother who is trying to protect the child, a clumsy but fierce father; or a tired and hungry old, weak and sick ——Different from many wasteland games that turn enemies into red names in order to justify the battle, every npc in "Second World" is often flesh and blood.

Because people cannot be refreshed in "Secondary World" (after all, this is a simulation game rather than a combat game. Although the player has opened the combat option through a special way, it does not mean that its nature has changed) , so even □□ will not slaughter ordinary people at will in many cases, after all, they also need to develop sustainably, so if killing these people, the player's reputation will be further deteriorated, and the difficulty of action will be further increased.But if it is not directly plundering, but learning to plunder resources by threatening, intimidating, etc. like □□npc, then it is not impossible, but relatively, you need to pay attention to a lot of complicated interpersonal relationships, npc emotions, etc., which has become troublesome business development.

This game tries to convince you in almost every detail-being a bad guy is tiring and has no future.

But the ingenious thing is that although the difficulty of "being a bad guy" is designed to be very high, it is still playable. Not only that, when the three brothers and sisters established the gameplay design concept, they also determined not only to design a variety of games for this route. There are different ways to play, and there are various very unique development routes.

Logically speaking, even if the difficulty is increased, if the gameplay is very interesting, there will always be people who will actively experience it, and some people will even regard the high difficulty as a bonus item in order to prove their ability.

Doesn't this make sense as a warning?

But neither Yin Changsheng nor Yin Lian think that preventing everyone from experiencing negative settings is a perfect solution.Does a man not do evil if he has not seen it?On the contrary, this will make him lack vigilance against evil deeds and lack awareness of the consequences of evil deeds.

So this approach not only does not solve the problem, but is very self-deceiving.

So, what about Yin Lian's own solution?

As I said before, players will seek sustenance from npc.Compared with purely fighting and killing in the early years, in today's games, the emotions that players place on them are obviously gradually changing and complicated.Some people may say, I just want to have a good time, and I don't care what the paper man thinks-but if the game designer really believes this, then he will only end up at a loss.

Many times what people say is untrustworthy, not because they are lying, but because they don't know themselves.

From the designer's standpoint, they always have to think a little more.

And if the "evil society" of "Second World" has a core gameplay, it must be positive feedback and negative feedback.That is to say, in the game, if the player makes positive behaviors, he will get some positive feedback, and if he makes some negative behaviors, he will get some negative feedback.

The positive and negative here are not about money or props, but about the attitude of the npc—for example, if you help others, you will be grateful, if you hurt others, you will be afraid, and it is difficult to gain sincerity.And these two behaviors can even go hand in hand—that is, the people you help think you are a good person, while the people you hurt will fear and hate you.

In a society at the wasteland level, players still have many opportunities to do good deeds.I mentioned before that in the "Search for Materials" operation, the types of encounters that players can encounter, but in fact there are not only such heart-pounding plots, there are also some that represent "evil", such as an emergency, when the scumbag father abandoned Luo Li Zhengtai took care of her own escape - at this time, if the player attacks the scumbag father, there are usually two results. One is that Luoli Zhengtai is very affectionate. Although the father is not kind, they will still hate the protagonist for the casualty scumbag father. Fighting desperately with the protagonist, there is another kind that Luoli Zhengtai really has no love for the scumbag father, so she will be grateful to the player.

After that, there are several ways for the player to deal with it. One is to continue to search for supplies and then leave. In this case, the next time you come, you may only be able to face the dead body of the child. The other is to accept the rations that the child offered to you. If this is the case, there is a small probability that you will face the dead body of the child when you come next time, and the third is to help the child—although this is not a search for supplies, but the child will become your social object.

After that, you can use materials to hire children to do something for you, and you can even prescribe educational methods.

In fact, any "search for materials" encounter can have such a "non-robbery operation". This is also the general operation route once the player enters the wasteland and wants to bring the society back - the difficulty is extremely high, because the society The evolution has a strong inertia, Yin Lian didn't deliberately design it, but because of the built-in npc logic, it will indeed show such an effect.

If it is the "wasteland model" directly developed by the virtuous society, then there is no such "historical problem", because this type of initial model is not the state after "the social hierarchy goes straight down", but the default "society has been in In the state of wasteland for hundreds of years, it has basically stabilized."

Anyway, from various levels, Yin Lian has guaranteed the game experience of "good character".

Even if some players don’t appreciate it, as long as they continue to play and experience multiple levels of reward mechanism training for a long time, they will also form a conditioned reflex—in fact, it’s closer to brainwashing, but brainwashing people will be rewarded for good and evil and subtly influence various social and human rules It is by no means a bad thing, but a kind of social education.

For example, at this moment, a small number of anchors and up hosts who have entered the "wasteland society" have gradually begun to be unable to bear the cruel knife-of course, it is more likely that their fans have basically been unable to bear it and began to try Be a good guy in "Wasteland Society". 33 Novel Network

It's always easier to be bad than good, but it's always sadder to be bad than good.

In "The Second World", good deeds often give spiritual rewards and long-term benefits, while evil deeds give more profits, spiritual attacks, and hidden losses.

As time passed, the anchors gradually realized this, but no one complained or regretted it - firstly, it was in line with the social rules in reality, and secondly, they chose this route and had a lot of fun , and even secretly have a sense of complacency, thinking that this is a mode that only masters can play.

On the first Saturday after the game was released, some anchors, including kpi, had just entered the wasteland society.Moreover, after everyone encountered a series of moral questioning on the plot, most of them have already begun to tacitly hoe the strong and help the weak, and help the poor. Affecting the moral score of the society - in fact, the previous stage of the wasteland is the "evil society", and the next stage is the "doomsday world", and in the state of the evil society, the increase or decrease of morality begins to Decrease, and the later, the evil deeds of a single person may only affect less than 0.01% of moral changes, and it is no longer morality that affects evil, wasteland, and doomsday, but social wealth and population.

To be correct, from evil to wasteland, the integrity of urban facilities and the increase or decrease of social wealth have the greatest impact, while from wasteland to doomsday, population has the greatest impact.

By the way, before the wasteland, everyone could not kill casually. If the player wanted to kill an npc, he had to attack him (negative, of course), and accumulate conflicts, negative emotions and bad feelings, and then the corresponding There are no interactive options, and once you enter the wasteland society, you will enter the state of "no taboo".

Theoretically speaking, as long as you are strong enough, you can kill the entire map overnight.

Of course, Yin Lian also designed a certain line of defense for these two stages, for example, set up several particularly powerful organizations in the city to resist players.

There are really up masters who tried to do this in order to speed up the progress and learn about the state of the doomsday society in advance. In the end, it can be said that the death was very miserable. Fortunately, Yin Lian didn't design any difficulty in clearing the level with one life, or a single save mode, so they still Can load back to previous stage to start over.

Of course, blowing hair is inevitable.

But there are also some people who, after staying up late for several days, really succeeded in using various means to kill the bosses of several wasteland forces (after losing their conscience, they were stabbed with countless knives in the process), and entered the In the doomsday world, he went on a killing spree in the doomsday, and killed the only few companions. In the end, he thought he would usher in a certain ending, but found that the sun was still rising tomorrow. Not only that, he also Unlocked new missions and new ways to play.

In the end, this guy spent the entire life of the game characters rebuilding the city (although there was no one in the city), and then raised a surviving dog (they lived happily, no one was neutered and proliferated), and soon And raised a large group of cats and a large group of dogs.The player tried to search the entire city to find a surviving person, but he obviously silenced his mouth completely, and did not find any object to communicate with, so he had to pin all his emotions on animals.

But there is something even more poignant.He wandered through the entire city, and when he passed a certain house, he would still think of what happened in the normal world, the npc that existed.When he first started sandbox construction, he transformed many areas without hesitation, always feeling that a society could be redeveloped later.Later, when he found out that the lack of people was not enough, he found some plot hints, reminding him that he could learn two kinds of knowledge to try to recreate intelligent life-one is robotics, and the other is cloning medicine.

But he didn't succeed in the end.

The research institutions in the city that stored complete data had been destroyed long ago, and were rebuilt by him later, even the archives were overwritten.Although he tried to excavate a few at the original site, in the end he only found a fragment, and the proportion of relevant knowledge contained was only in single digits.

In the process of excavating the remaining knowledge in the city, he has unearthed many traces of people's lives in the past. The group photo of the "old enemy" in the school circled "his" name on the report card and the small fighting logo next to it, and the half-knit scarf of the girl who likes him.

It seemed that the knives in the whole city had suddenly come to life, flying towards him one by one, poking him into a hornet's nest.

To be honest, when he was playing the game, he never paid much attention to the so-called old enemy. The other party was just one of his mission objects. As for the girl who likes him - because the character modeling and setting are not his taste, so He was also dismissive at the time.

However, looking at the deserted city, the player really couldn't help substituting in, thinking to himself: "If they are still here..."

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