Chapter 572: Some Things Have to Be Considered in Essence
To make a new game, the idea is to start with the emotions of the players.
But a game isn't just about collecting just one emotion, in fact, if set up right, it can collect a series of emotions that are related to each other.
Because in Li Ang's view, among these 20 emotions, several emotions are related to each other and can form an "emotional chain".
Yes, it is the three emotions of "gratitude", "touched", and "worship" in it.
These three emotions are all very well mobilized in the game, and they are not exclusive to each other, and they benefit each other.
For example, when a player is playing League of Legends, if a teammate finds out that you are not developing well and gives you his handy head in a team fight, will you be grateful to him?
In other words, the opponent who is on the opposite line with you operates sharply, you can't beat it, and you are bullied under the tower, at this time, the jungler father found out about this, and came to help you again and again, and finally helped you recover the disadvantage and regain the upper hand, will you be grateful to him?
Yes, although you clearly know that his purpose is just to win this game, not to think anything wrong with you, and not to spoil you alone, but this gratitude is still a little bit, right?
Or take "League of Legends" as an example, if you were targeted by the opposing policewoman when you were bloody, and at this time, all four of your teammates coincidentally handed over their flashes, blocked in front of you, and helped you block this fatal blow, would you be a little moved?
For example, there is a game where you don't play well and are killed by the opposite side as a super ghost, and a low-quality troll teammate on your side begins to spray you, spraying all the way down according to your family tree, at this time another strange teammate instead helps you talk, spray with him, and patiently comfort you to play hard, don't listen to other people's nonsense, will you be moved?
For example, if you go to an unfamiliar ADC as an auxiliary, and when the lane reinforcement is developing, this unfamiliar ADC stops every time when the artillery is replenished, makes a mark, and signals you with a holy shield to make up for it, will you be a little moved?
Something like this, like some emotionally charged players, may be moved to tears when they encounter these situations.
There is also "worship", still take "League of Legends" as an example, when you are ranked, you get a great god teammate, he wanders in three ways, super god kills, and helps you break down the opposite three ways with his own strength, so that you can easily lie down and win this game, and when the game is in progress, he also typing to guide you, teach you some skills of the hero you use, and meet such a person, how much is it a little worship, right? Of course, it's purely a cult of game technology.
This is also the reason why some professional esports players can have so many fans, and their own strength is the fundamental reason for being admired, even if they are only strong in video games.
What Li Ang wants to do is to have a similar effect, using a game to kill all three emotions.
Of course, plagiarism is not okay, you have to create a new game by yourself, so you still have to analyze the essence and then innovate.
First of all, let's start with "gratitude", which everyone knows the meaning of, because of the kindness or help of others, and the good impression of him.
So how do you behave in a game so that one person can show kindness to others and help others in order to gain gratitude? Of course, when the relationship between players is in a state of "friendly cooperation", in order to win the game, they will help each other and get each other's gratitude.
To put it simply, there must be an element of teamwork in the game, forcing players to enter a state of "friendly cooperation".
Moreover, in order to collect emotions more purely and efficiently, it is best to reduce the confrontation elements between players in the game.
This is also very understandable, not every strange teammate is a good teammate, God teammate, among which bad teammates, pig teammates are not uncommon, just like when playing "League of Legends", he hangs up against the wind, and asks him to make up for the army and go out to send people to the head, and he doesn't play well and sprays others crazily, and calls him to play in the group and doesn't come to care about the single belt...... Shabi teammates like this can't be said for three days and three nights.
In this case, if the opposite side behaves more normally and compares the two sides, then the player must be very uncomfortable and frustrated.
However, if it's not another player on the other side, but an NPC or monster, the frustration will be much less, and even if the teammates make mistakes, in order to win, the player will be patient and enlighten these Shabi teammates...... Even if you can't bear it anymore, you can get these Shabi out of the team and find a more reliable one.
In terms of specific modes, it's like "Warcraft World" where everyone plays a team dungeon, in order to work together to overthrow the boss, everyone has a clear division of labor, the tank pulls the monster, the DPS output, the nurse adds blood, helps each other, and strives for victory.
In such a situation, there are fewer cases of players complaining about each other, and everyone will be grateful for "the nurse took care of my blood line so well", "the paladin gave me the invincible before he died", and "the commander commanded me really sharply" and worshipped...... Everyone had a great time.
Those Shabi teammates who are really unclear, do not listen to commands, act indiscriminately, kill the whole group, and refuse to change their ways, can also vote together to let them get out, let them go as far as they want, so as not to continue to affect the harmonious atmosphere in the team.
To put it simply, the theme of this game is a win-win cooperation between players, unlike "Little Adventure", "Smart War", the two games, are intrigues between players, and in "cooperation" and "struggle", there is a large bias towards the former.
Decide on the mode of the game, the next thing that needs to be solved is the game content, so that a group of players can unite and cooperate for what?
Fight to do tasks? What's the difference between this and Little Adventures? It's just that there are more people, and there is no competition with each other.
Then the next dungeon pushes the boss? Computers and mobile phones can still play like this, but if virtual reality games are still played like this, it is too LO.
In fact, the so-called game content,It is the contradiction of desire,It is the goal that players want to achieve through hard work,In ordinary online games,This purpose can be to improve the level,It can be to build equipment,It can be to do tasks to get rewards,It can be to kill other players,It can be to take a group of people to conquer the city,It can also be to pick flowers and dig mining,You can also exercise your game skills,Improve your own strength...... There is a fundamental purpose for the game to be played.
And the purpose of this game is also limited, that is, one person can't complete it, you have to unite other players and work together.
In reality, under what circumstances will people take the initiative to seek help and work together towards the same goal?
……
Thinking of this, the fog in front of him dissipated, and the inspiration suddenly appeared, and Leon finally knew what kind of new game he was going to make.
The name of the game is "Our World".