Chapter 51: Results-oriented

A little reward and punishment will make the outer disciples move their minds, this is really the core purpose of Guan Chang!

In his opinion, these disciples had to have social commonality in order to be one with the sect.

Guan Chang wants to treat the rivers and lakes as a sandbox and the sect as a game. It doesn't mean that his disciples are like this.

In order to integrate the game into the school, it is necessary to dig into some of the commonalities between the two.

As a game planner, you need to understand the market, understand users, and understand players.

As the head of the sect, you need to understand the current situation, understand the people's livelihood, and understand the disciples.

Technically, a game is essentially an object-oriented piece of software, and the services it carries are mainly entertainment.

On a commercial level, games are essentially a commodity, and the core meaning of their existence is to grab benefits for merchants (excluding a very small number of independent games).

What about sects?

Technically speaking, a sect is essentially a factional division of martial arts, and both "door" and "faction" are words that indicate categories. In other words, a pure sect is a place where martial arts are taught.

From the social level, the essence of the sect is a non-governmental organization with a certain secret nature, and its purpose is to gather momentum, or even regional monopoly (Guan Chang has already ruled out in his heart such organizations as the Heaven and Earth Society and the White Lotus Sect with an obvious rebellious nature).

There is a famous sentence in the "Historical Records" - the world is bustling, all are profitable, and the world is bustling, all are profitable. The king of a thousand times, the prince of ten thousand families, and the king of a hundred rooms, are still poor, and the people of the family are still poor!

Whether it is a game or a school, whether it is the past or the future, a contradictory word runs throughout-benefit!

Guan Chang can't talk about his dreams with ordinary people who lack money, and he can't talk about making money with the children of rich families who are full.

One of the important joys of the game is that it allows players to have a very different experience in the game than in real life. Let people who don't have money make money in the game, and let people who have money do whatever they want in the game, these are common routines in online games, and they have been tried and tested.

What can attract a disciple to be motivated? What can make a disciple develop a habit? What can make a disciple change his thinking?

As a veteran game planner, Guan Chang will answer without hesitation: reward!

The vast majority of players will focus on the rewards when they enter the game and have a slight sense of recognition.

In fact, the evolution of users and the guidance of game manufacturers can also be seen in the process of games from traditional to modern, from stand-alone to online games, from entertainment to liver explosion.

Results that are easy to quantify are easier for users to accept than a process of opinion.

Therefore, after the wave of games from terminal games to mobile games, there are fewer and fewer games that focus on the enjoyment of the story experience process, and more and more games that focus on numerical incentives for the development results. There are also a large number of games that use a variety of mathematical models to construct various cultivation and reinforcement systems similar to betting, so that players can have a gambler's psychology when playing.

This is the degeneration of game manufacturers, and it is also the inevitability of game commercialization. Only commercially successful manufacturers are alive manufacturers, and the rest can only be eliminated by the market even if they are applauded or not.

After entering the game company, Guan Chang also experienced the transformation from a player to a planner, from a dream to a reality.

Almost all game planners are gamers with dreams when they enter the industry, but the current situation of the domestic game industry tells him again and again that the game you want is not what the market needs, or even what users need.

You say you play God of War, The Witcher, and Wolf, and think that's what the game is. But the reality tells you that changing the skin and redoing of the mobile game is the most profitable and labor-saving routine, and selling equipment, gems, and pets can make your company continue to live.

Meng Xin planned to think that only he was a player, but he found that there were more paying users who were really willing to eat this set! A big V charge money can even catch up with the sale of tens of thousands of genuine console games.

It's a pity, but it's realistic. This is the general environment of the domestic game industry.

In the face of pressure and interests, in front of the market and users, the discipline of game planning has collapsed into a mess. Well, maybe there's no such thing as a festival......

In short, based on his own experience in the game industry, Guan Chang has obtained two important inferences.

First, the result is greater than everything!

Second, first worry about food and clothing and then pull the superstructure!

The Invincible Sect will take the above two points as the guiding ideology of the sect construction for a long time after the establishment of the sect and its growth.

After having the guiding ideology, he has to divide and implement the guiding ideology.

Since the outcome is more important than everything, it is necessary to delve into "result orientation".

Guan Chang believes that the results that can be quantified are the effective results.

He persistently thought that for the common people, the slogan of "grabbing people, grabbing grain, and grabbing land" was much more reliable than "princes and generals, rather have a kind". Because the former is too easy to quantify, the latter is too ethereal. If you look at these two slogans philosophically, you will find that the former is a mathematical addition, and the latter is a genetic sequence wow~

Therefore, the Invincible Sect must clearly distinguish rewards and punishments, refine rewards and punishments, and make rewards and punishments public! Only in this way can the initiative and enthusiasm of its disciples be fully aroused.

In the survival camp, the number of logs, the number of prey weighed, and the number of night guards can all be quantified.

In the construction training, the number of bricks moved and the weighing of sediment must also be quantified.

In record training, it's even simpler. Guan Chang directly took out the standards of military training and used them, and the ready-made rules were set with "experience" values, which couldn't be simpler.

The so-called rewards and punishments are punished, but these disciples are all singles, what do you want, how to punish them?

Corporal punishment and the dark room are the simplest and most brutal methods, but they are only suitable for slightly larger mistakes. After all, the negative effects of these two punishments are also very large.

In addition, Guan Chang also prepared a variety of other means.

For example, he first set that the initial experience of all disciples is not zero, and each person goes online every day - there are ten experience cards when they get up early in the morning.

If you are found to have made a small mistake during the day, you will be deducted from the corresponding number of experience cards.

The so-called Shengmi En's fight against Mi Hatred, Guan Chang saw too much when he was doing game planning.

It doesn't matter if you plan to give players rewards for free, but as long as the original rewards are weakened a little, then it will definitely be a scolding. Because as long as an item is given to the player, it is subconsciously taken for granted, and any deletion or adjustment is seen as a challenge to the player's vested interests.

In fact, this kind of attachment to wealth is not wrong, it is more like human instinct. Guan Chang also officially wants to use this to achieve effective rewards and punishments.

It is said that the barefoot are not afraid of wearing shoes, and now Guan Chang lets the barefoot also wear shoes, and everyone is afraid, right?

This kind of negative experience is a taboo in making games, but when used in the construction of the sect, it can deepen the disciples' memory of rewards and punishments!

......

When the outer disciples were tired of coping with the intensive training, the two inner disciples were not having a good time.

Since the deputy head of the sect left Guanbai, he had a lot of opinions about teaching disciples, so Guan Chang simply became the shopkeeper. So although Tang Da worshipped Guan Chang as his teacher, he was also stuffed with the departure official Bai for training.

Guan Chang once briefly mentioned "result-oriented" to Liguanbai, but the latter's understanding was somewhat one-sided.

The chivalrous woman who left the official Bai thought that the meaning of result-oriented was: "Don't talk nonsense, just do it!"

Without saying a word, he took Tang Da and Xie Yun'er to start the nightmarish training of the inner disciples. She thinks she should teach what she is good at, so let's teach killing first......

After she learned about Xie Yun'er's blood feud, she set the first small goal for her personal disciples: revenge. Please note that it is not too late for a gentleman to take revenge for ten years, but it is too long for a woman to take revenge overnight!