The atmosphere inside the high-level meeting room of Long Teng Group was heavy and tense. Outside the large French windows, sunlight streamed through the thick clouds, illuminating the exquisite projector on the conference table. At the center of the room was a long conference table, surrounded by senior executives and core developers from various departments. Pei Yu sat at one side of the table, dressed in a black suit, his face serious, his eyes as sharp as knives. His fingers tapped lightly on the table unconsciously, his mind racing. Today, this meeting would decide how Long Teng Group would respond to the market impact of "Mystery of Mist Village" and develop a brand-new werewolf-killing competitive product.
The atmosphere in the meeting room was somewhat oppressive, and everyone clearly felt the intensity of the competition. Pei Yu's eyes swept across the meeting room from time to time, and he felt an unspeakable heaviness in his heart. This was not just a competition of games, but also a contest for the future position of Long Teng Group in the game market.
"We must break the routine and not make a simple werewolf-killing game again," Pei Yu said in a deep voice. His voice was low and magnetic. Although his tone was calm, it made everyone present feel an invisible pressure. "'Mystery of Mist Village' has provided us with a very clear direction—players are not just playing a game, they are experiencing the collision of emotions and social interaction. Our product cannot be clichéd, not just a simple 'werewolf kill'; we must surpass it."
The developers in the meeting room nodded one after another, revealing their approval of Pei Yu's strategic vision in their silence. Pei Yu continued, "We want to create a game that combines in-depth reasoning and emotional interaction, but also innovation. Not only in terms of gameplay, but also our stories, characters, and plots must be able to touch the players' hearts."
Project Manager Zhang Jun quickly picked up a pen and recorded Pei Yu's instructions, his face full of tension. "President Pei, do you mean that we need to pay more attention to the players' emotional experience and social interaction? The reasoning elements of the game should be more in-depth, and the characters and background stories should be enriched?"
Pei Yu nodded, "That's right. We cannot let the game rely solely on superficial logical reasoning; it must be able to evoke players' emotional fluctuations. Players need to feel the emotional conflicts of tension, suspicion, trust, and betrayal in the game. More importantly, we must design a sufficiently complex and engaging story background so that players are not only pursuing the truth, but also experiencing an immersive psychological adventure."
Pei Yu's words made the atmosphere in the meeting room even more tense. Everyone on the team realized that this was not just a game development, but a profound insight into the market and players' emotional needs.
"Unique Gameplay Design"
"Gameplay design," Pei Yu said, his eyes suddenly sharp, "We can no longer simply rely on traditional reasoning logic and voting sessions. The interaction of the game must be more complex, and the interaction and conflict between characters should become the core of driving the plot development."
"This sounds a bit like the 'social reasoning' model, but to achieve true in-depth interaction, how to make each player's decision bring an impact will be the difficulty of our design," said Zhang Ling, a senior planner in the development team, her tone with a bit of tension and thought.
"We can design more choices on the emotional level," Pei Yu replied, "For example, players not only have to infer the identity of the other party based on behavior, but also influence each other's trust and cooperation through the character's relationship network. The relationship between characters can be based on early interactions to build trust, or it can gradually change into betrayal and suspicion through the development of the plot."
Zhang Ling's eyes lit up. "In this way, players' decisions will not only be subject to logical reasoning, but also be affected by the emotional entanglement between characters. Each player's choice will be more meaningful, involving both reasoning and their moral choices in the game."
"Yes!" Pei Yu's voice was firm. "Every vote or every action of the player will bring about the branch of the plot and the fluctuation of emotions. This is not only the result of reasoning, but also the emotional investment and reflection."
"Multiple Endings of the Game"
"What about multiple endings?" Chief Technology Officer Li Qiang asked a question. "If emotional conflicts and moral choices run through the whole process, will the ending of the game become too complicated, causing players unable to keep up with the pace of the plot?"
Pei Yu thought for a while, gently stroking his chin, his eyes becoming deep. "Multiple endings are a core of our game. Each player's choice will affect the final ending, but the design of the ending should be open and diverse enough to allow players to reinterpret the entire game from different perspectives after playing a game."
"We can design multiple main storylines, combined with the emotional changes and reasoning process of the characters, so that the ending of each game may be completely different," Zhang Ling added. "For example, players' choices can make certain characters live or die, and even affect the fate of the entire village. And the choices that players make in each round will accumulate key factors that affect the final ending."
"Good," Pei Yu nodded, his eyes flashing with satisfaction. "That's right. The ending should not be fixed, but should change with the player's behavior, emotions, and choices. The replayability, in-depth interactivity, and even the repeated reasoning of psychology will be the factors that attract players."
"Team Collaboration and Advancement"
The meeting entered the final discussion stage, and everyone began to focus on how to mobilize resources to ensure the smooth development of the game. Pei Yu glanced around at the team members present. "Our current goal is: to make this game not only retain the classic elements of werewolf killing, but also break through the existing game framework and create a brand-new gameplay and emotional experience."
"I have integrated the resources of various departments." Zhang Jun added, "The technology and art teams have done preliminary research for the basic framework of the game, and then we will enter the detailed content development."
Pei Yu nodded, "We are not just making a game, but making a 'maze of the soul', so that players can feel the ups and downs of emotions while reasoning. The art style should be more in line with this tense and complex atmosphere, and it cannot be as simple as traditional werewolf killing." He paused, "What we want to create is a deeply immersive work, not just a superficial game."
Team members expressed their approval one after another, and the atmosphere in the meeting room gradually became active. Pei Yu clearly knew that the success of "Mystery of Mist Village" brought them great pressure, but it also meant that Long Teng Group had the opportunity to counterattack through innovation and catch up. In the process of game development, they not only have to solve technical and design problems, but also break the routine and find a breakthrough that can truly impress players' hearts.
"Our mission is not only to copy 'Mystery of Mist Village', but to create a reasoning game with more immersion and emotional depth." Pei Yu's words were loud and firm, and everyone in the meeting room could feel the power behind his words. "We must make this game a new benchmark in the market, not only to make players fall in love with it, but also to make them feel psychological challenges and emotional touches in it."
After the meeting, Pei Yu stood up, walked to the window, looked at the bustling street scene outside through the glass, and his eyes gradually became firm. He knew that the competition had begun, and he was ready to meet the challenge.
In the meeting room of Long Teng Group, Pei Yu sat quietly in the main seat, his eyes fixed on the projection screen in front of him, which was showing market analysis reports on "Mystery of Mist Village". He had just escaped from a tense meeting about game competition, but his mood was not calm. Although the report in front of him showed the explosive success of the game "Mystery of Mist Village" in the market, it made Pei Yu feel unprecedented pressure.
"It's all too fast," Pei Yu muttered to himself, "'Mystery of Mist Village' is not a traditional game in any sense. It has captured the needs deep in the hearts of players. It is a deep excavation of emotions and psychology, and we are still stuck in those outdated ways of thinking."
He suddenly raised his head and looked at the game development team members sitting in front of him, his expression firm: "What we want to do is not just a simple competitive product, but a game that completely surpasses 'Mystery of Mist Village'. We can no longer rely on traditional reasoning and voting mechanisms. We want to make a social reasoning game that can deeply touch players' emotions."
The atmosphere in the meeting room suddenly became tense. Although Pei Yu's voice was calm, it had an overwhelming majesty. "From now on, the development of this game is not just the birth of a product, it will determine our future in the game industry." He paused, his eyes becoming sharper, "We cannot lose. We want to create a work that surpasses 'Mystery of Mist Village'."
Pei Yu's goal was very clear—he wanted to surpass "Mystery of Mist Village", not only in terms of gameplay, but also in innovating the game's emotional experience and player interaction. As a senior executive of Long Teng Group, Pei Yu always maintained a clear business insight. He knew that the future game market would not only be about competing for funds and technology, but also about the depth of innovation and player experience.
In the next few meetings, Pei Yu and the core members of the team began to discuss in depth the core gameplay, storyline, and player interaction mechanisms of the game. Everyone tried to provide unique ideas for the game from different perspectives.
"We can no longer make a single werewolf kill," Project Manager Zhang Jun said first, his voice full of urgency. "Although 'Mystery of Mist Village' is successful, it only attracts players through simple reasoning mechanisms. If we only rely on the basic gameplay of werewolf killing, we will only make a competitive product that is neither fish nor fowl."
Pei Yu nodded, his eyes deep. "What we want to do is not to create another 'werewolf kill', but to create a social reasoning game full of emotional conflict and psychological game. We can combine the emotional needs of players and design more in-depth and interactive game mechanisms."
Emotional conflict and social interaction became the design keynote of this new game. Team members began to discuss how to design a game world that could allow players to "immerse themselves in it" and guide players to experience emotional fluctuations and turns in the game.
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As the discussion deepened, the team decided to break away from the traditional werewolf killing setting and design a more complex emotional network, driving the development of the plot through interaction and choices between players.
"We can no longer let the characters disappear after death. Death must be part of the whole story," Pei Yu began to put forward his ideas. "Each character should have his own emotional motivation and background story. Even if they die in the game, their past and emotions will continue to affect the plot."
Planning Director Zhang Ling put forward a specific plan: "We can design a mysterious mystery in the village, so that each character has his own hidden secrets and motivations. The emotional connection between characters will continue to change according to the players' decisions. For example, players may initially trust a certain character, but as the game progresses, misunderstandings or betrayals may occur between them, and ultimately these decisions will affect the ending."
"Yes, emotional fluctuations and the consequences of decisions are the key to this game," Pei Yu added. "Players are not only reasoning about identities when making choices, but also making moral choices. We want them to feel that every decision will affect the direction of the entire story."
The team's art department also began to invest in character design. The appearance, personality, and background story of each character were carefully crafted. The characters in the game are not just a synonym for identity. The psychological changes and interpersonal relationships of each person need to be visually reflected. For example, a character with a cold surface and a secret hidden in his heart needs to highlight his sense of alienation in his appearance design, while those seemingly credible characters often need to show their inner conflicts through clothing and expressions.
At the same time, the plot team began to write complex multiple-choice paths. Each player's decision in the game will affect the behavior of other characters and the direction of the plot. Every choice in the game may determine the life and death of characters, the trust relationship of players, and even the fate of the game world.
In addition to the design of emotions and stories, Pei Yu and the development team are constantly thinking about how to design a game mechanism that is completely different from "Mystery of Mist Village".
Chief Technology Officer Li Qiang raised an important question: "How do we combine emotions and reasoning through mechanisms? Simply relying on traditional reasoning and voting mechanisms can no longer meet the current needs of players."
Pei Yu listened while conceiving in his mind: "We can't make the game single, and we can't let players only focus on the results of reasoning." He suddenly put forward a new idea: "We need to add time pressure to the reasoning process, so that players not only have to reason who the werewolf is, but also have to make decisions within a limited time. Moreover, during the decision-making process, the interaction between players should be more complex, so that each decision is not only for reasoning who the werewolf is, but to affect the future of the entire village."
Zhang Ling's eyes lit up: "Players' choices will affect the entire game process and ending, and each player's behavior will also play an important role at different time nodes." (End of this chapter)
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