Chapter 494: I didn't have a choice before, but now I want to be a good person.

In fact, in "Red Dead Redemption", it is not a gamble of nine out of ten.

In this regard, Yang Chen did not use any pseudo-random mechanism, such as any player who loses a few times in a row will win once.

Instead, it goes straight to a completely random mechanic, and if you're lucky enough, you'll be able to keep winning.

If you're unlucky, you won't be able to win a single bit.

Because it is a single-player offline game experience, and as long as the player does not gamble and does nothing, the elements of this mini-game actually do not have much impact on the player's game experience.

As for the later online mode, it is a contest between players and players, except for games that are more lucky at 21 points, such as Texas Hold'em, which depends more on the players' own judgment of the situation.

Of course, compared to offline live Texas Hold'em, it is obvious that this kind of Texas Hold'em in "Red Dead Redemption" is still more lucky, but at least it is more technical than 21.

However, this element is only used as a seasoning in "Red Dead Redemption", Yang Chen did not put too much effort into it, and Yang Chen did not want this game to become a gambling game.

Therefore, in addition to Texas Hold'em and 21 points, there are several well-known mini-games in the game.

This is Red Dead Redemption and not a gambling simulator, nor a fishing simulator, nor a hunting simulator.

These mini-games are more about enriching the vast western world, but they are definitely not the main core point, which Yang Chen has always understood very clearly.

Of course, Yang Chen doesn't want players to simply use Red Dead Redemption as a gambling simulator or a hunting simulator.

But it doesn't mean that players are forced to leave these small elements, or simply accumulate them.

In fact, the hunting system is so varied that the player spends a long time on it; Casino mini-games vary from small towns to big cities, including the environment of their casinos, as well as the atmosphere they create.

Just because you don't want players to notice just one element of the game doesn't necessarily mean you have to make that element less playable.

As with most online games, there is a balance issue with a particular item or class.

The most common thing a game planner usually does is to go straight to the point where you go from an OP-class monster to the point where no one cares about the sewers, regardless of whether you're another mechanic or not.

…………

Red Dead Redemption is so much more than that, as mentioned before.

I didn't have a choice before, but now I want to be a good person.

In the game, players can choose to be a villain who does evil, and they can also choose to be a good person.

If bad things are done and the reputation is reduced to a low point, players will find that when they go to the tavern, or some other public occasions, the NPCs inside will be scattered in a hurry.

And when players do good deeds, sometimes they will meet NPCs with good intentions to help players.

In addition, there are many ecological systems in the game, such as players who eat too much, they will find that their weight begins to slowly increase.

Arthur, a sturdy middle-aged handsome uncle, will slowly turn into a greasy middle-aged fat uncle.

At the same time, players also need to carry out some plots on their hygiene, such as taking a shower once in a while, otherwise the smell of not bathing for a long time will attract flies, and even NPCs will stay away from you.

Of course, this is the unintentional main line, and the game experience that players who are completely blind to the waves get.

And for players who honestly advance the story, they are a different kind of game experience.

…………

Compared to other players in the Westworld who are already immersed in Red Dead Redemption.

Joseph also wanted to be blind to the waves at first, but after a period of small waves, he still carried out the plot advancement.

And as the plot deepens, he is now completely immersed in the game's plot.

He didn't know, or even ignore, about the historical situation in the West, even though he was a Texan.

But with this excellent interactive logic system, coupled with the excellent script setting itself, and the perfect open world, he is still immersed in the plot of this western world.

In this western world, which has been almost completely civilized by the end of the 19th century, the traditional but wild western culture is already in the twilight of the west, and it is difficult to experience that feeling in words alone.

But when players become Arthur and put themselves in the Van der Linde Gang, they can feel this change firsthand.

The way of life of robbing the rich and helping the poor, daring to act, and being happy with revenge has slowly disappeared in the western world.

In its place was an increasingly powerful state apparatus and a huge commercial capital.

From the plot of the game, it can be known that the former Van der Linde gang, led by Ducky, was more like a thief like Robin Hood in the story.

Rob the rich and help the poor.

But in the West, which has gradually been replaced by 'civilization', the gangs can only make life more and more difficult, and Ducky and Van der Linde help them wash their hands.

But before they could do that, they had to have one thing, and that was money.

At the same time, in the snowy mountain plot of rescuing Marston, players also learned about the changes.

In order to find a way out, they have to rob, and in a failed robbery mission, Ducky kidnaps a girl as a hostage in order to escape, and ends up killing him.

This betrays the dogma that the Van der Linde gang were proud of at the beginning, and in the progress of the plot, compared to what Arthur only learned about it from Javier, what actually happened to Arthur under their control later made them feel one thing more.

Times have changed.

This isn't the Westworld that cowboys can imagine.

In the changing times, there are no absolutely good people, and there are no heinous villains.

Arthur and Dudge were able to stop Mika, who had been part of the gang for a few months, from molesting Sadie, and save her.

But then he went to the towns and towns, where he had to pay for the poor who had to borrow usury as a last resort, and did everything he could to force them to pay back.

Everyone is in a specific and realistic situation, and behind their choices and behaviors, there are more unavoidable circumstances.

In this case, the player will feel that any mere moral judgment will seem to pale and weak, and feel entangled and understanding of each of their choices and positions, and feel that each of them is flesh and blood.