Chapter 624: Every Successful Game Producer Is a Demon Who Peeps into People's Hearts
It is necessary to make new games, after all, many people will feel monotonous and bored when they always play those games, plus different hobbies and personalities, everyone likes to play different games, no game can be liked by everyone, only more and more market segments, provide enough kinds of games, in order to make players more addicted.
However, the new game can't be done blindly, and it still has to follow the twenty advanced emotions that the aliens need.
Shyness, pride, embarrassment, relief, emotion, grievance, pathos, firmness, shame, gratitude, melancholy, anxiety, longing, pity, endeavor, jealousy, guilt, adoration, contempt, empathy.
Looking at these twenty words, Li Ang quietly pondered while eating melons.
To be honest, there were several emotions that were very difficult to guide in ordinary games, which made Leon feel sad and white-headed, so he hit his mind elsewhere.
For example, he really couldn't think of a way to "shyness" in it, so he could only collect it through the Good Dream School.
After all, the good dream school is full of young students, as the saying goes, young Muai, who didn't like a girl or boy when they were young? Not to mention the beginning of love in their teens, even when they were seven, eight or nine years old, everyone had a good impression of the good-looking classmates in the class.
Children, most of them are relatively thin-skinned, and when they meet people they like, many of them don't even have the courage to look at each other, and their hearts have to beat faster for a long time when they say a word.
Moreover, Li Ang also carefully designed so that basically every class is half male and half female, and at least a pair of good-looking girls and boys are guaranteed in the class, which are specially provided for other classmates to be crushes.
In addition, this is also an alternative catfish effect, just like the male peacock always likes to show himself in front of the female peacock, according to the biological instinct inherited from ancient times, both men and women, will choose to show their strengths as much as possible in front of the opposite sex, in order to win the favor of each other, and earn the right to reproduce.
If there are good-looking boys or girls in the class, there will inevitably be some students in the class who want to attract each other through their academic performance, and then study hard, or earn more studious points to buy gifts for each other, etc., so that they can also provide a part of the "forge ahead" sentiment collection.
However, a good dream school is a good dream school, games are games, and using games to collect emotions is the right way.
After thinking about it for a while, Leon decided to deal with the four emotions of "pride", "firmness", "pity", and "guilt".
The first is "pride", which has both derogatory and positive meanings.
Derogatory words refer to a kind of self-aggrandizement and flaunting of personal or family achievements, the meaning is similar to "arrogance", for example, there is a person with a prominent net worth, no shame about what he has done wrong, and all kinds of contempt for people whose status is inferior to his own, just like most of the nobles and scholars in the feudal era, just like the traffic perpetrator who shouted "My dad is Li Gang".
Positive words refer to a feeling of being very confident and unapologetic about achieving a goal, or about a certain choice or action, or an emotion of satisfaction after being praised by everyone for doing something right.
Leon's new game is of course the latter, which allows players to achieve a certain goal, make a certain choice or action, be praised by everyone, or the kind of "pride" generated by their own inner satisfaction.
There are many applications of this kind in traditional games, for example, there is a task in the game, a merchant's goods were robbed by bandits, you control the character through a certain amount of effort, and finally push the entire cottage sideways, help the merchant recapture the goods, and help the area to gain peace, so as to gain the gratitude of the merchant NPC, gain the prestige of this area, get an inner satisfaction, and feel the pride that the previous efforts have not been in vain.
This kind of plot is relatively easy to achieve in the game, but if you want the player to completely enter the mission plot and really generate the pride of gaining everyone's recognition after hard work, it takes a certain amount of skill.
After all, if the emotions are not brought in enough, the task is just a task, and it will not cause any psychological fluctuations in the player itself.
The emotion of "firmness" is simple, it means strong-willed and unwavering, and it generally arises when everyone's mind is wavering.
Or the example just now, for example, if you push the cottage sideways and recapture the goods, at this time you are given two choices, one is to steal the goods, go to other places to sell, and get a lot of money, you can use this money to strengthen your character equipment to enhance attributes, and the other is to return it to the merchant, but the reward he gives is very small, maybe only one-tenth of the money earned from selling the goods, so how will you choose?
Will you analyze rationally and choose the most beneficial thing for you to sell the goods, or choose to return it to the merchant and firmly accept the task?
In the process of the game, in that task, players need to make trade-offs one by one, and there will be swaying options in their hearts, and naturally some players will choose to be firm in their hearts, resulting in the emotion of "firmness".
Next is "mercy", which, as everyone knows, is the sympathy of the strong for the weak.
It's still the same example just now, the player character who can push the cottage is naturally the strong, and the merchant who was robbed of the goods is naturally the weak, and if you choose to help him, it is naturally a kind of pity.
Of course, this is not intuitive enough, and it is much easier to understand if you change the object.
For example, the children whose parents were killed by the bandits, the children who survived hiding in the cellar, and the girls who committed suicide by jumping into the well after being raped by the bandits; The old man who was robbed of his food by the bandits and finally starved to death at home...... In the face of such a task object, will the player feel "pity" or even "anger"?
Finally, there is "guilt", which doesn't need to be explained, right?
Again, in the example above, if you enter the village and you don't find the cellar, and the surviving child starves to death, would you feel guilty? For example, if you choose to talk to a girl who is alive, if you have an option to have a dialogue, and you choose the wrong one and make her insist on her chastity, which leads to her suicide, will you feel guilty? And the old man who is about to starve to death, if you leave the food, he will survive, but you don't have food in the bag, causing him to starve to death, will you feel guilty?
In the famous anti-war game This is? In My War", there is such a plot, after the war, when the character collects resources and food, he will meet an old couple living in the basement, if you choose to take their food, you can easily survive, no longer have to find people to trade food all over the map, but the next time you go to see it, you will find that the old couple are starving to death.
Such a depressing plot can naturally mobilize the player's "guilt" emotion.
So, can a virtual reality game that simultaneously mobilize the four emotions of "pride", "determination", "pity", and "guilt" be done?
Of course it can be done!
Because this new game that Leon plans to make is a virtual reality game with a "superhero" theme!