Chapter 571: I'm sorry, I'm not an emotional person

Shyness, pride, embarrassment, relief, emotion, grievance, pathos, firmness, shame, gratitude, melancholy, anxiety, longing, pity, endeavor, jealousy, guilt, adoration, contempt, empathy.

Half-lying on the sofa at home, Leon chewed on these twenty words over and over again in his mind.

This is a high-level emotion that twenty humans have acquired, and it is also a task for aliens, and it is necessary to collect 100 million copies of each.

To be honest, 100 million copies is not much, after all, one billion copies of "fear" Li Ang collected them in less than two years, and the twenty high-level emotions here together are only two billion copies, and if you speculate from previous experience, it will only take four or five years to collect them all, plus these emotions can be collected at the same time, and the time it takes may be much less.

However, after thinking about it carefully, Leon found that this was not the case, and this task was much more difficult than he imagined.

Yes, human beings express their emotions all the time, and everyone's emotions are different, and according to their different circumstances, they produce a variety of emotions.

However, there are many emotions that are very rare for the vast majority of people, and only in rare cases do they occur.

For example, "embarrassment", a person cannot be embarrassed all the time, generally speaking, it is when they encounter certain events that make them feel embarrassed, this emotion will occur.

And everyone wants to live decently, and most people will try to keep themselves away from those things that may make them embarrassed and embarrassed, and under their subconscious strict defense, they will naturally avoid, hide, and avoid such a small probability event, unless they really can't avoid it.

So, generally speaking, such an event may not happen once a month for ordinary people.

The fewer events, the less "embarrassing" emotions generated, and the fewer those who still maintain this emotion in the virtual reality world, of course, the number of collections will not go up, and the difficulty is much higher than that of collecting "fear".

Of course, it's not that you can't use the game to guide and take the initiative to solve them: find ways to deliberately produce these embarrassing and embarrassing events in the game, and artificially control the player to produce "embarrassing" emotions.

This kind of game is not difficult to make, it's nothing more than making people ugly, if you want to have a better effect, you can also arrange players to make a fool of themselves in public, and in terms of specific expressions, it's not difficult to think, you can rely on various tricky variety shows, and draw inspiration from them.

For example, in a game called "The Great Break", a group of players beat a level on a specially made map, and the player who clears all the levels wins, and all the levels are voted on by the rest of the audience, such as is the elevator trap here suddenly crawling out of a monster, or is the floor below suddenly shattered and people falling? Is the huge rolling stone in the aisle made of foam, or will it explode into a cloud of smoke if you touch someone? Etcetera.

In this way, it is also unique for the audience to watch other players make a fool of themselves.

But the point is, how many players are willing to play such a game?

As I said before, people always seek advantages and avoid disadvantages, and losing a little money is enough for them to beat their chests, not to mention the loss of dignity, people live in the present, how much they want to save face, and make money by selling face and pretending to be ugly, except for professional clown actors, it can be said that there are very few.

Such a tricky game, make all kinds of fools of yourself, players will be happy? Will you be happy? At most, they will start to try it out and play a few games, few people will play for a long time, even if there is a certain temptation, they may not be willing.

It is clear that this path is not going to work.

If you can't directly create embarrassment, then you can only choose waste utilization.

Players live to adulthood, and most of them will do some stupid things from childhood to a lesser extent, and these stupid things are deeply pressed in their hearts, and occasionally in the dead of night, they look back on it, and they can't wait to find a crack in the ground to hide in, and they can't wait to travel back and slap the Sabi himself at that time twice.

If there is a way to evoke these unknown stupid things in people's hearts, make them recall them again, and even show these things in front of other people's eyes, it will definitely make people so embarrassed that they want to explode on the spot.

Of course, this effect is very good, but it involves the player's personal privacy, and Leon can't make a decision, so he has to put it on hold.

Fortunately, not all of these 20 emotions are as difficult as "embarrassment", and some of them are relatively easy to deal with.

For example, "pity" is a word that has the same meaning as sympathy, and it is an emotion that people have based on their conscience and want to help them with weak and pitiful things.

This emotion is very easy to solve, and even a special game does not need to be made, only in some games made later, add some beggars, children, animals and the like who look pitiful and helpless, and are very easy to inspire the hearts of others, and then arrange a few bullies and villains who bully them to set off them, let players see them, and then let them play on their own.

In the same way, there is also "pride", a sentiment that does not even need to be done in a new game, and there is no need to change anything. Players are always competitive, once they win among many players, they will inevitably have a "proud" mood, especially some live broadcasters, who are exaggerated by the audience's various 666, and this emotion is even more obvious.

At present, "Little Adventure", "Smart War", and even the networked "Virtual Stadium" can be a good way to collect "pride" emotions.

There are also emotions that can be well collected by making a new game, such as "moving".

There are many moving works in the world's various video games, such as the famous "Immortal Sword 1" in Huaguo, who has not been moved by the plot of several protagonists and even supporting characters in it?

Of course, there are others, such as "Immortal Sword 4", such as "Traces of the Sky", these role-playing games that are good at plots are like movies, constantly absorbing the tears of players, harvesting a large number of diehards, and cultivating a sentimental party with guaranteed sales of works.

These games also pointed out the direction for latecomers, proving that as long as the game is a plot game, it is attractive enough to make money, which also caused the deformity of the development of domestic games later.

Of course, that's all for nowhere.

The key is that this path is feasible, and Li Ang only needs to produce one or several similar games that are good at plots and touching plots, and it is bound to be easy to collect the "moving" emotions of players, and it is not difficult to catch them.

It's just that although these emotions have ideas, there are still some emotions Li Ang can't think of a solution.

For example, "grievance", such as "jealousy", such as "guilt...... What games can be used to collect these emotions? No matter how you think about it, you can't collect it, right?

Fortunately, this time the aliens gave him plenty of time, a full ten years, and Leon had plenty of time to think about these emotional issues.

However, such a long time is not wasted, and Leon plans to make a game to test the water first.