Game Making: Start with healing the player
Chen Xu traveled to the parallel world and was pleasantly surprised to find that many classic and excellent games in his previous life did not appear in the parallel world.
I want to make a big difference, but I also have an 'emotion collection system' where players who have played their own games can make themselves stronger, such as happiness, sadness, excitement, fear, anger, etc.?
But why is it so easy to get grudges than happiness?
Looking at his point harvest, Chen Xu said that he was puzzled.
As a result, Chen Xu's path as a game designer gradually became crooked.
In "Under the Legend", countless players beat the table and shout: I was played by this game!
In "Escape", countless players shouted, my cabinet has moved, I won't play anymore.
In "Dark Souls", when countless players entered the game with a smile on their faces: Get out, please get out, leave the fireproof girl and roll with your fire, we don't want to pass on this fire!
Soap, Xiaoqiang, and ghost sacrifice in Call of Duty; In "Final Fantasy 7", Zax was killed in battle and Alice was stabbed; Arthur and John are betrayed in Red Dead Redemption;
Countless players went on a collective rampage: Nima Chen Xu old thief, can't we be kind to the protagonist?
Q: What do I think of the player's anger towards me?
In the face of the reporter's question, Chen Xu smiled slightly: What kind of verbal criticism is this, this is the spur of global players to me, this is love! Thank you all and I will keep up the good work!