Chapter 178: Hot Discussion on the Whole Network! A company that teaches the world how to make games!

Kate looks down on the Chinese game market and players.

In his eyes, this market that started with piracy around the millennium and is now dominated by kryptonite games, don't do it.

And the game companies that grew up under this kind of soil have not even been listed, they are petty fights, and to be honest, there is nothing worth paying attention to.

However, this time, since it is an order from above, and it is required to win all the awards, let this design conference focus on Viwangdi.

Kate wasn't stupid enough to race with her eyes closed without doing her homework at all.

After searching the schedule, Kate found that there were three themes for the event.

Meat pigeons, side-scrolling levels, platform jumps

And there are five more awards.

Best Creative, Best Design, Best Story, Best Visuals, Best Game.

Kate had an idea.

"In that case, why don't I just make a game and cover all three themes and five awards?"

"Give the group of turtle players in Huaguo a little shock of the origin of the game!"

After making up her mind, Kate began searching online for information.

Side-crossing and platforming are not unusual, and Kate has a corresponding idea in her head.

As for meat pigeons, the game market has been quite hot in recent years.

Kate had also heard about the general gameplay of the genre.

It is nothing more than a series of items and skills randomly shuffled in order, and the player will get an unknown item at each node, and then arrange and combine these items to deal higher damage.

"This genre, in fact, to put it bluntly, is a game of luck, and the point that attracts players is nothing more than that the things presented in each game are different, which can always bring freshness to players." After roughly searching for several meat pigeon works on the Internet and looking at the reviews, Kate came to her own opinion.

"If you incorporate this thing into rampage and platform jumping...... Think about it. ”

While writing and drawing on paper, Kate pondered.

And soon, he seemed to have grasped a balance.

In order to verify whether his idea was qualified, he immediately convened an impromptu meeting of the directors of the three design departments as the game director.

"I want to add meat pigeons to the way of racing, and then add rampage and platform jumping, what do you think?" Kate said bluntly.

He started out as a racing game, and after showing his talent, he was hired by Viwangdi with a high salary as the director of three games.

It also lived up to the hype, launching a racing game last year and winning the title of Vivodi's Employee of the Year.

Therefore, even when making these three themed games that have nothing to do with racing, Kate still thinks of her own racing game at first.

And the employees also threw out their doubts.

"Is there any good way to combine racing and meat pigeons?"

"We can set up a highway where the player can control the car all the way forward, and pick up random mods, supplies, and even equip the car with guns on the road." Kate said.

"Sounds good?"

"But what does this have to do with the side-scrolling level?" There are also employees who put forward their own opinions.

Normally, there are three perspectives in a racing game, a rear-end view, a bird's-eye view, and a cockpit view.

But no matter which of these three perspectives you have, it has nothing to do with the horizontal version.

Horizontal 2D or horizontal 3D is a type of theatrical performance that takes a 'cross-sectional perspective'.

The advantage of this game design is that after abandoning the depth of space, players can feel the background, terrain, and interaction more intuitively.

The player's 'visual range' is greater than in a traditional 3D game.

Place a treasure chest in the upper right corner of the screen, and the player's character will appear in the lower left, which may have a lot of twists and turns, and the player will still be able to see at a glance what kind of terrain they have to pass through to reach the treasure chest room in the upper right corner.

But in the same situation in a 3D game, the player's view will be obscured by all kinds of things.

At this time, many designers choose to use prompts to guide the player step by step to the treasure chest cache.

From the beginning of the player's actions to the arrival of the treasure chest, the desire to explore will gradually weaken because the treasure chest is never visible.

Therefore, designers need to design more fresh tricks in the process to continuously motivate players to move forward.

This process is reverted back to the side-scrolling game, where all it is necessary to place a chest in the player's line of sight, and the player will act like a mule with a carrot tied.

This works not only for treasure chests, but also for powerful enemies, enhanced skills, or even just a door that doesn't look the same.

It can be said that side-scrolling 2D is more likely to move forward than 3D because it is always clear about what to do next.

However, not all game genres are suitable for horizontal design.

For example, the type of racing game that Kate is currently discussing.

If a game wants to be recognized by players, its core gameplay must first be logical - that is, the motivation is in line with the logic of three views.

What was the initial logic that racing brought to the player?

Run fast.

It is a manifestation of speed.

It doesn't make it logical to want it to run in a twisty 2D terrain like other traditional traversals.

Players will feel like they are hitting a wall at every turn.

And hitting the wall, it is precisely the speed.

Kate's solution to this is:

"We simply abandoned the traditional 2D graphic design and set the track on a road track with no end."

"The player only needs to drive forward from left to right, because in terms of the direction of movement, the tradition of side-scrolling is maintained."

"Does Director Kate mean to make the perspective of the car a cross-sectional view as well?" An employee asked while filling in the picture that Kate had raised.

"Hmm." After entering the working state, Kate put away her contemptuous expression of this game design competition, nodded and said, "In this process, players can further enhance themselves by constantly picking up various props that have appeared on the road." ”

"Sounds like it's okay." The staff recorded Kate's thoughts while discussing them.

"That leaves the last problem, platform jumping."

"How do you do platform jumping?"

"It's a little hard to imagine that picture."

"You can't put a spring on your tires."

"I don't think springs are really the problem, it's not uncommon to see games where cars fly these days, and the acceptance of players is not low. Therefore, the spring can be completely brushed aside by the setting of 'modification'. Kate turned her pen and looked up at her employees: "The question is, how to solve the road that has been opened?" ”

Looking at the slightly dazed faces of the employees, Kate further expressed her doubts.

In the traditional rampage, unless it is a scroll map (i.e., a terrain design that slowly rolls up like a scroll, there is no turning back from the road that has already been traveled)

Otherwise, players can go back.

And now there are more and more designers who like to hide some things on the way back, so that players can only get them when they turn around and explore two or even three times, so as to achieve the reuse of a map and reduce the workload.

But again, that's the problem.

If you add platform jumping to the car.

Even if the player doesn't care about your car, you can install springs and even fly.

But the road that has already been driven cannot be turned back.

It's still that question after all.

Even if you have a car in your game that you can turn around.

But in the player's common sense, U-turn = slow down.

If you slow down, you will feel uncomfortable.

Well, if you cancel the 'allow U-turn' setting.

It's the same as a scroll map in the traditional rampage.

The player can only choose one path to go forward.

But this is another fatal problem.

Almost all players are very disgusted with the 'forced omission' setting.

For example, there are three forks in the road: A, B, and C.

If the player chooses Ace and gets a purple car mod.

Then they start thinking, 'If I had just chosen B, would I have gotten a golden change?' ’

The traditional side-scrolling version can give players the opportunity to go back and watch it.

However, because the car cannot be implanted with the mechanism of 'allowing U-turns', this car journey is missed if it is missed.

And because of the 'random' gameplay of the meat pigeon type, this mistake will be infinitely magnified.

As a result, the player has already missed the game, and he will never know what is in B and C in his life.

This is not a failure of the player's choice, but a mishandling of the game design, which will cause the player to resent it.

I play games to have fun.

Not only did he not make me happy, but he also kept flooding my mind with thoughts such as 'I feel like I missed out on a hundred million' and 'wouldn't it be better to choose another path just now'.

Then, it is inevitable that players will abandon the game.

This question is even more tricky than the previous two.

The staff in the conference room also had a heated discussion about this.

until two hours later.

In the end, everyone finalized a fairly good plan - the platform shuttle mechanism

That is, in front of the player's screen, there is more than one road.

Rather, there are three or even four roads.

These roads are not connected to each other.

There are a series of things that fit the scene of the level, such as green belts, pedestrian flows, and urban buildings.

Players need to collect modifiers, and then meet the travel conditions, and they can switch between these separated roads at will.

In this way, when it comes time to select key modifications, the modifications on several roads can be seen at a glance.

Players will not have a sense of regret.

After all, I showed you before you made your choice, and you chose the one you want the most at the moment among a few key items, and even if you feel that the modification is not strong enough afterwards, then you can't blame us for the game manufacturer, right?

It also motivates players to start the next round.

Finally, after a game-planning meeting that lasted for hours.

The directors of the three design departments of Viwangdi brainstormed and finalized the gameplay of this racing game that combines meat pigeons + rampage + platform jumping, and named it - "Escape Highway"

And in the next two weeks, hundreds of people from the entire department began to work overtime to catch up with the system.

And the most labor-intensive part of the scene is the texture.

I used the scene maps of some of my previous racing games, made a series of P map modifications, and implanted them in new games to continue to use.

Anyway, this game is not going to sell, it sounds like the above meaning is to stand out at the game design conference in China, so as to start the popularity of Viwangdi in East Asia?

No matter how specific it is, employees don't have the right to ask in detail.

Anyway, the boss just pays wages and bonuses.

Two weeks later.

A new concept racing game that stitches together its previous racing scene, "Escape Highway", has finally been made.

Although the time was limited, the design three parts only made the first two levels of the game experience, and the entire experience process was less than half an hour.

However, after the employees tried it one by one, they all felt it.

It's definitely more than enough to participate in a small tournament in East Asia and win awards.

Just after Kate sent the game package to the designated email address of the top player.

Employees in the office also began to talk about it.

"Let's throw this work into the competition, and we must not scare the group of hillbilly designers in East Asia."

“haha! Give Chinese players a little Omi game shock! ”

"With the popularity of our big factory, it is really a shame for them to participate in an event of that scale, and they should feel honored."

"Director Kate's game design inspiration is so strong that I never imagined that I could combine racing with those three game genres, and it would be absolutely explosive from a creative point of view."

"I'm sure no one would say no to a racing game that can be defined by the player himself, and it's a must-have in terms of meat pigeon gameplay!"

"I'd love to see what kind of surprised look their chief designer of Ready Player One will show after trying out this super good game of ours, tsk, but unfortunately I can't see it."

"It must be amazing, and you can't wait to shorten the schedule and give us the award, right?"

“hahahaha!”

————

"No, what the hell is this......" Ke Jin's brows furrowed tightly, with a confused expression on his face, staring at the "Escape Highway" on the computer screen in disbelief

He couldn't believe that this was a game that a big factory could make.

Although Wei Wangdi is a forced company, he was not a good bird in his previous life, and in this life, he has directly become his rival company.

But Kejin has always had something to say about the game itself.

Your small factory has made a good game, then no matter how small your factory is, you are also the most beautiful boy.

And the big factories are garbage, so you have to scold you for what stupid things you do.

At the beginning of this "Escape Highway" sent to his mailbox, Ke Jin was still happy.

It doesn't matter if this is a work sent by a rival company, as long as it can work, I will give it a fierce reward.

Ke Jin even wished that this game could directly win all the awards, and he would be done with it all in one go, holding the ultimate gift package and then turning on the killing mode.

As a result, after more than half an hour of playing.

Ke Jin had an indescribable mood.

I can't say if I ate chocolate-flavored, or if I ate-flavored chocolate.

In short, highlight an indescribable.

The game "Escape Highway" ...... It's more like a stitching monster floating on the surface.

Good news, it's all sewn.

Bad news, didn't sew it.

It has meat pigeons in it, and it doesn't make the low-level mistake of the previous game designers of "making meat pigeon purely a random game"

On the contrary, some of the meat pigeon designs in "Escape Highway" also made Ke Jin quite admire.

For example, when the player picks up the modification of 'rally tire', the relevant modification obtained later is likely to appear randomly around the keyword 'rally', thus forming a relatively strong set of 'rally flow'

In addition to this, there are 'Burst Charge Stream', 'Rampage Flow', and 'Fire Transformation Stream'

There are five or six genres, although not much, but after all, the time given in the game is not enough, and if it is slowly optimized and improved in the future, it may become an excellent game.

But Kejin judged it to be a 'superficial' stitching monster, and there must be a deeper reason.

Because "Escape Road" also adds an additional random stat after the player obtains the modifier.

For example, the 'Nitrogen Rush' is a modification.

If you follow the idea of making a meat pigeon normally, after obtaining it, you can get the sprint effect.

And around this sprint as a skeleton, add more auxiliary modifiers to it, so that it can sprint farther, faster, or not.

But how does this forced game designer do it?

What the hell is he...... Make the sprints random.

And so it became.

After the player obtains the 'Nitro Rush' modifier and activates it, the distance of the dash is random......

Assuming that the sprint of 100 meters is the peak, then the player may have the situation of "this wave has rushed 20 meters" and "this wave has rushed 30 meters" several times in a row.

It always gives people a feeling that they are not having fun.

After I got the growth props, whether I can become stronger or not depends on my luck, right?

After going through many difficulties and dangers, the player finally obtained an artifact that can kill everything in seconds, and embarked on the road to challenge the ultimate boss, and was told that there was a 50% chance of missing.

That's intriguing.

It can be said that this is a rather fatal problem.

Then, cross the block.

Maybe it's because they think that the theme of racing is not like a traditional 2D game with a boss challenge.

Therefore, the power of the rampage was added to a set of racing gameplay that everyone in racing games loves.

That is, at the start of each round, there will be other cars on several tracks that instantly overtake the player's car.

Players need to pick up the modifiers and then slowly pull up the speed and overtake them one by one.

In this way, a left-to-right horizontal design idea is achieved.

This idea may be a good starting point.

But there is always a smell on the car.

Today's racing games are basically immersive experiences, and the closer to reality, the better.

Let players experience a hearty drag racing journey without leaving home, seeing the scenery on both sides of the rapid retreat, as well as the opponents who are far behind themselves, and the adrenaline is also soaring in the process.

Extremely realistic scenes, or restoring landmark buildings, can also allow players to have a relaxing travel simulation.

It can be found that whether it is racing or landscape simulation, the sense of experience is the main theme of racing games now.

And this feature, when placed on top of the 2D cross-section, the experience is naturally different.

It's hard to have a 3D game with a 3D immersive experience.

If "Breath of the Wild" is made into a 2D horizontal version, even if the painting style is exactly the same, there will be no players to blow its immersion again.

It is precisely for this reason that side-scrolling racing games are always a bit nondescript to get a racing gameplay.

As for platform jumping, it is a key factor that Kejin feels that this game is not doing well.

Switch tracks by jumping off the car and continue driving normally.

From a certain point of view, this is indeed an alternative platform jump, and Kejin will not deliberately pick thorns in this regard.

On the contrary, he encourages game designers to come up with more bizarre and whimsical platforming styles.

But when this platforming jump is put on a racing game, there is a serious problem.

Let's take Kejin's own half-hour experience as an example.

He found himself in the like, 'If you don't pay attention, you miss a change or a supply on a track.'

And this will happen as the car gets faster and faster, and the player will leak more and more.

It's not like Mario Kart, where props are useful, but if you don't get them, you won't lose them all.

You're a pigeon game.

A certain item flashes over at once, and the player can't get it behind it......

In case it's the core modification of the entire genre, this is missed.

Yes, the whole game was in vain.

At this point, after Kejin has a comprehensive analysis, let's look at this game.

It's inevitable that there will be a feeling of 'chocolate-smelling'.

The three themes are obviously in line with each other.

But at each point, there is an anti-human design that is difficult for players to swallow.

The picture quality and music are indeed the top in the batch of game submissions that I have on hand.

But if all that's left for a game is graphics and music, then why don't I go to an art exhibition and collect albums?

After some thought, Kejin didn't immediately refuse the game.

Although there are many problems with this game, it is not impossible to improve it.

After all, the game designers on Blue Star are hindered by the crooked technology of the game tree, and many design ideas that need time to precipitate before they can be opened are still in the exploration stage, and Kejin can understand it.

Therefore, as long as it can be optimized in the future, it may really stand out and win all the awards.

Kejin also combined the characteristics of a number of similar games on Earth in the previous life to give a general direction of optimization.

In fact, every entry, as long as it's not too sloppy or deliberately funny.

Kejin will try it out carefully, and give certain guidance based on the design experience of the outstanding predecessors on the earth in the previous life, so as to show respect for the works of the participating designers.

After thinking about it, Kejin roughly elaborated on the optimization direction on the electronic receipt.

1. The gameplay design of the meat pigeon is okay, but the 'random value' is optimized as much as possible, otherwise the player will lose the game because of bad luck after collecting a complete set of modifications, but because of bad luck to randomly come up with the lowest value, this is a problem in game design.

2. Now that the 2D side-scrolling mode has been chosen, it is necessary to jump out of the 'immersion' emphasized by traditional racing, not emphasizing racing, but emphasizing breaking through.

You can set up some more powerful cars along the road, and get certain parts by knocking them over, so as to achieve the idea of 'fighting monsters and upgrading', rather than the more boring 'surpassing them'

And the car can also be designed with a boss.

Ke Jin generously shared the idea of a side-scrolling racing car boss that appeared in the arcade "Dinosaur Kombat" in the early years.

He also said that he could try to convert 'speed' into 'damage'.

When fighting a boss, a large armored car goes head-to-head with the player, or overtakes the player, the faster the player's car at this time, the higher the damage caused when hitting headhead.

And the speed of the car can be cleverly bound to various genres in the meat pigeon, to bloom more ways to play.

3. Reduce the number of important props on the track.

You can divide the course into multiple sections, and set up currency items such as gold coins on the course instead of important random items.

Important items, after running a small node, let the player stop at the 'gas station' and 'P room' (maintenance area), and then get the meat pigeon reward at this time, or buy important items with currency.

Ke Jin also recommended to them, saying that they could try "Killing the Spire"

After a few core points were raised, Kejin sent this receipt back.

He also said that this submission did not pass, and a new submission can be submitted after optimization, and there is still a week before the finals, so there is a chance.

Not really.

When the letter was sent to Viwangdi.

The entire game design trio has exploded!

A company that has not been listed in China, and even its annual financial report cannot even reach 10 billion.

Shut out the game that we designed with the help of the entire department??

What's your number one gamer?

Why are you?

How dare you?

Especially when Kate got the receipt for the first time, she also saw the chief designer of the number one player pretending to give her advice, and she blew it up directly!

He felt humiliated like never before!

Brother, I'm an employee of the year at one of the biggest Omi Games companies, and I'm also the game director for the entire department at the big company.

Last year, he led the team to make a game that sold nearly 30 billion.

You taught me how to make games, huh?

Your game is so good, then your family's turnover must be very high, right?

Oh.

It turns out that your escort only sold a billion a month?

And it's the flow of four games combined?

interesting.

Kate felt like she had never been humiliated like this in her life.

Originally, he was very reluctant to squeeze into a track with a group of small designers, and if it wasn't for the orders of his superiors, he wouldn't be interested in participating at all.

As a result, the competition was rejected, and what was even more outrageous was the chief designer of a company that was much smaller than his own, and he also pointed out the game he designed with the help of his department.

No matter which one it is, it makes his blood pressure explode!

Therefore, when giving feedback to her superiors, Kate angrily said that the number one player deliberately targeted Viwangdi.

I have such a high-quality work that combines the strengths of hundreds of schools, and this end?

This contest is simply not fair! Player One simply can't afford to play! They didn't plan to give out bonuses at all!

In addition, Kate said that she will not participate in this game design conference.

Originally, Kate thought to herself that if her superiors embarrassed herself again, it would be a big deal to quit.

With his resume in Weiwangdi, if he changes to a smaller factory, even if he doesn't earn so much, at least he can be prosperous.

But to Kate's surprise.

Instead of criticizing him for withdrawing from the competition, his superiors let him relax and gave him a month's vacation.

Soon, Kate smiled with relief after learning about the follow-up practices of her superiors during her vacation.

Through public relations, Viwangdi praised the number one player, a game company from China, as a hot search topic in the game section of Twitter.

And the core message of the output is that 'the number one player can't afford to lose'

After just a few days of fermentation, now the entire Twitter even includes the game area of the extranet TikTok.

Many foreign players have come to know this small family game company from China.

At the same time, Viwangdi will also put its own "Escape Highway" on its DFgame platform for free for players to play.

Now, it made the entire Omega circle players explode!

In particular, some Omi players who have never been exposed to meat pigeon games have been amazed by the vitality that the 'random class' has injected into this game.

"Oh buy karma! I can't believe it! This game can't even enter the qualifiers in China? ”

“Are you kidding me? Is this company, called Ready Player One, specifically here to amuse me? ”

"I wondered if Player One could spend a year making a game that rivaled Highway Escape. Escape Highway is simply the best game I've ever seen! ”

"They didn't plan to give the prize money to foreign designers at all! They have already secretly decided on their own design contestants! fuck! ”

In addition to a group of indignant players who don't know the truth, there are also a small number of foreign players who have crossed the wall to China and played the number one player game to leave messages in the major game sections.

"Hi bro, don't do that. Ready Player One has also had works before, and I really like their company's Super Mario: Odyssey, it's really well designed. ”

"Although this thing is a bit unauthentic, haven't you heard of PlayerUnknown's Battlegrounds? The first FPS that pioneered the battle royale genre, many of Ommi's companies are now following suit to make games in the genre, but they don't advertise that they borrowed from PlayerUnknown's Battlegrounds, and they don't allow the works of Player One to flow into the Omi region, so you think this company is rubbish, and you've never heard of it before. ”

"Trust me, the number one player is really not as bad as everyone says, you can go and experience their game."

However, under the premise of the monopoly of the entire Omega game manufacturer.

The number one player who has played the game of Ready Player One is in the minority.

Therefore, such an explanation is undoubtedly blank and weak.

What's more, this incident was operated by Viwangdi's public relations department.

The number one player 'Oriental Small Factory', 'Can't afford to lose' and other labels have been deeply rooted in the hearts of the people.

In the processing of the rhythm of public opinion, netizens all over the world are obviously sharing the same brain.

Rather than going over the wall, and then getting an overseas bank card in China to buy the game, I will evaluate them after experiencing their popular works in depth.

Direct questioning is much easier.

It's okay to have no mouth!

"Bro, you said it before. I don't know if the number one player used to make games or not, but let's put aside the past and just talk about the present. Blizzard and art electronics are the size of factories, and now they occasionally produce junk works. I just want to know, they have this kind of game design conference, and they don't even give "Escape Highway", so whose work can pass? ”

"Game Designers Conference for the World? I think it's for themselves! ”

"And not to mention the many more, can your number one player make a more novel work on this theme himself?"

"That's right! Do you have the ability to make a new work for your number one player and put it on, give us Omi players a trial, and let us Omi players open their eyes? Let's see what level of game company it is, and dare to say no to the games designed by Viwangdi! ”

“hahahahaha! It's a good idea, but they can't do it, because they know they can't do it. ”

Almost in just a few days.

The number one player has come out of the circle in Omi in a way that has never been conceived.

It seems that someone is secretly exerting force, and the rhythm of negative public opinion is particularly large.

So much so that some people estimated that the games that the number one player might make in the next five years would be difficult to be recognized by Omici players.

According to normal logic, it is best for the number one player to stay silent during this time and honestly play his own in Huaguo.

After waiting for three or five years, precipitation and precipitation, and then come back with a good work.

Maybe it will change the perception of Omi players about this game manufacturer that has been stereotyped.

After all, at the cusp of the current public opinion.

Belonging is that no matter what you do, it's all wrong.

If you really want to pick a thorn, you can pick out the bones in the egg.

But to everyone's surprise.

Ready Player One......

It's actually at the time of the biggest rhythm.

Announcing one thing directly to the wind!

In order to allow all participating designers to better understand the theme of the competition, three theme games are hereby announced.

Corresponding to the theme of platform jumping - "Time and Space Fantasy"

Side-scrolling theme - "Dead Cells"

Meat Pigeon Theme - "The Binding of Isaac"

I hope that all the participants will continue to work hard and strive for success!

If this news were in China, no one would have said anything.

After all, the number one player has come over for more than three years.

Battle Network News, Hammer Tengjing, Chop Yinhui, Split Nexnn, Hand Tear SE.

No defeat!

You could say that the number one player is not the most profitable game company in China at the moment, and its influence may not be the greatest.

But you can't deny that this company does have the qualifications to teach other manufacturers to make games.

Because along the way, the designer Kejin has created too many things.

But as soon as the news arrived at Omi, it became a new round of laughing stock.

It was even spoofed and ridiculed by major foreign network bloggers.

Some of the memes are jokers wearing a suit and then pulling open the neckline with four big words written inside - Ready Player One.

Some of the emojis depict a well-dressed and successful person with 'Bluestar Game Makers' written on the door of his head, while another ragged scavenger has 'Ready Player One' written on the door, and when the 'Blue Star Game Maker' passes by, the 'Top Player' reaches out and grabs the 'Blue Star Game Maker' and says, "Hey Bro, listen to me, I'll teach you how to make a good game." ”

All kinds of sarcasm are overflowing.

During this time, as long as you scold the number one player, then we are good brothers who cross racial discrimination.

And Josiah is aware of this hot spot.

Josiah is a game streamer signed by Twitch.

However, it is not his gaming prowess that makes him famous.

It's his unrelenting mouth.

Any game in his hands, he can think of tricks to pick thorns for you, and all kinds of sharp comments are called judgments by him.

Of course, Josiah wasn't stupid.

Some big games, even if there is a problem, he doesn't dare to say more.

Usually a few medium-sized game manufacturers are picked to fire, and those problems are already summarized by players in the market.

But I can't stand it, some players just love to listen to this.

And Josiah can also accurately extract the pain points of players, and grasp this pain point to help players humiliate game manufacturers, which belongs to the Internet mouthpiece.

Therefore, Josiah's usual live broadcast popularity is not bad.

This time, Josiah found that everyone was clearly interested in a game maker from East Asia, the 'Ready Player One'

Videos on TikTok spoofing the number one gamer usually get tens of thousands of likes.

Josiah's eyes lit up when he hadn't survived recently.

Brothers, isn't this coming to life!

He entrusted hackers on the Internet to find a way to publicize the number one player, but he didn't get the three games that were officially put on the shelves.

And the live broadcast was turned on.

The title is called.

"Take a look at the 'best' game manufacturer of All-Blue Star, the new work of the number one player! XD》

As soon as the broadcast started, many players clicked in as soon as they saw this title, and waited to watch the excitement.

Josiah also clapped his hands vigorously, raised his arms in fists with both hands, and yelled.

“Come on! Brothers, I can't wait to experience the new work of the number one gamer company that claims to teach us how to make games from All-Blue Star Games! ”

"If there are elderly players in the live broadcast room, my suggestion is to ask you to leave the live broadcast room immediately, I am afraid that the next work will be too good, which will make your jaws drop and even your dentures will fall out in fright, and I have no money to pay."

As the words fell, Josiah played a piece of laughter that he had prepared to set the mood.

And soon, in the laughter of countless viewers 'lol'.

Josiah also yelled.

"Alright, without further ado, let's start the trial!"

“Let's go!”

(End of chapter)