117 Destiny controlled by the game

The group walked for about ten minutes to climb to the 15th floor and came to the stairwell leading to the 15th floor security door. Pen × fun × Pavilion www. biquge。 infoHere is the staircase that goes up to the 16th floor and down the staircase that leads to the 14th floor. The small corner space is not large, and more than a dozen people walk in at once, which seems a little crowded.

Darkmoon Jincheng was even a little panting, not knowing if it was tired or hot. He wiped his sweat: "From here, if you go up, you can't go up." Three breaths of breath in one sentence.

Ling Feng walked up the stairs leading to the 16th floor, reaching for his hand above his head as he went. When I was halfway there, I felt as if I had touched something with my hands, like glass, but it was hard but not warm. When I looked up, there was nothing.

Air Wall!

What is common in games, which is set up to limit the player's range of movement, is a very clumsy method. Although it is clumsy, it is also the most effective and safest means.

Some people will be curious to ask, why is such a clumsy restriction method still used in the game?

Actually, let's take an example to get the idea.

For example, there is a cliff scene on a high mountain. In reality, although the cliff has a guardrail, you can still jump if you want to. But in the game, if this is not the required scene, the designer will not let the player jump from it. One is that it is useless, and the other is that it wastes the player's time. How long does it take to jump down and climb up again? Who is it to fall to death? If the player stops playing in a fit of anger, isn't it a loss for the game company?

And, of course, the most important reason: if the player can jump from here, wouldn't they have to do the following scene? Do you have to make all the mountains that you can see at a glance? The art of the scene may be tired to death, and I can't finish such a big scene in my life, so do you still want to do the game?

So it's still a simple and straightforward, one-air wall to solve the problem. You can't get by, you can't see what is underneath, so you don't have to do it.

The air wall here is used for another purpose - story restrictions.

This is a common method used in many story games, not letting you go until you have completed the relevant story. However, large map games can't use teleportation points to limit players to specific scenarios like multi-map games, so they have to use this kind of forcible blocking method. Forcing players to follow the process of the game design in order to have a better gaming experience.

Speaking of which, some people are curious, being forced to follow a plot line or game process, but there will be a better game experience?

This sentence seems contradictory, but it is not contradictory at all. Just look at it in light of reality. For example, the audience can only have a good experience if they watch it according to the plot line of the movie. If you are asked to choose to watch a section in the back, a section in front, and a section in the back, the viewing experience must be extremely different, and you can't even understand what the movie is about.

Freedom is actually the enemy of the game!

Completely free games are actually the most failed games, and some people think of sandbox games that are known for their freedom. In fact, many sandbox games seem to be free, but they are not free, many of them are for the purpose of survival, constantly collecting food and looking for supplies to ensure a chance of survival. Players are tied to the purpose of survival, where is the freedom? The technology line is there, and there is no other way than to take this line, in fact, it is not free at all.

A truly free game should be, with no imposed game purpose, no main line to follow...... There is no pressure, what do you want...... Is this kind of game fun? It's not fun to play like this! There are no goals, no pressure, no difficulties, no obstacles, what a boring world it is, and what is the point of life in such a game?

The game is actually the same as life, life must have a goal to strive for, and then overcome obstacles, and then get, get pleasure. Then set new goals, struggle again, and get pleasure again, this is a wonderful life.

The game simplifies the process and makes it concrete. It forces the player with a goal, and then sets up various obstacles to map out the route to the goal. In the process of playing this, players experience the struggle in life, gain, struggle, and gain again...... In this series of sense of accomplishment and satisfaction, I feel the meaning of life. And then in order to experience more fulfillment, you have to pay some money. In this way, the game is successful, the company makes money, and meets the needs of reality. And the players also got a spiritual enjoyment, which is really a joy for all.

And once the player deviates from this forced route, then the player will not be able to feel this spiritual food perfectly. For example, after jumping off a cliff, you wasted an hour and didn't continue to return to the original place and continue your scheduled game trip, what a terrible experience, and you may abandon the pit in a fit of anger. In this way, the game company will not be able to get the money from the player's pocket smoothly, which is really harmful, so the game will try to avoid this situation.

Just like now, if there is no air wall, it is very easy for players to enter it, see the contents, and get the equipment inside. There is no expectation, and there is no pleasure of obtaining the artifact after struggle.

If it's an artifact that everyone can get their hands on, is it still called an artifact?

It would ruin all the fun that weaker equipment can provide to the player - there are more easily available and more powerful equipment, so why go for these weak ones?

It also makes the player's previous efforts come to naught-Bai Te's hard work, it turns out that you can easily pick up more equipment here than I got with a lot of effort!

This way you get nothing but the wrath of the player. So here it must have a wall, and there must still be difficulties, so that players must rely on the equipment obtained through previous efforts, plus the current wisdom and skill to get the artifact inside, and then hold it, looking forward to creating a better game life.

This way players will feel a sense of accomplishment from flawlessness! Feel the supreme spiritual enjoyment!

It is an acknowledgment of the past, an affirmation of the present, and hope for the future. Combining the three best spiritual pleasures into one is the charm of games, the reason why game nerds are addicted to them, and the root of games being called electronic drugs......

This is also the reason why Ling Feng likes games, but resists games - his seemingly wonderful game life, the joy of getting equipment after defeating the boss, and the frustration of failing to challenge due to insufficient attributes, are actually all at the mercy of that group of designers......

Just like now, when the game comes to reality, countless players are crazy to improve their level and obtain powerful equipment, isn't it just the behavior of being controlled by the mastermind behind the scenes? Players will now kill monsters for level and boss for equipment, will one day they kill ordinary people for points? Cannibalism for advancement?

And that's just a single line of code!

What would the world be like if there were such a day? A hell even more terrible than the current apocalypse. Now there is still a pattern for monsters to kill, and if players kill people, they can be much more efficient than these monsters.

In such a world, humanity will be wiped out, leaving the player with only one lone strong man left. Without the support of others, his strength will be meaningless.

So you have to find out why the game came to reality, and take this game into your own hands!

Only in this way can you take control of your own destiny!

After a round of thought in his mind, he became more determined to find the truth, and at the same time he checked the air wall on the stairs.

As if unaffected by real objects, the air wall blocks the entire staircase.

When Ling Feng came to the elevator door on the 15th floor again, he found that the elevator door had been forcibly opened.

He took a look, jumped into the unfathomable elevator shaft.