Almighty Game Designer

Chapter 909 Method of Triggering (more)

I heard it had a perfect ending and the players were excited.

Although some people would say “two people are supposed to die", “a reasonable ending” and “no need for a big reunion ending” before they saw the big reunion ending, the players immediately became interested.

With all the videos, there's no need to question the authenticity of this ending. The only question is, how exactly is this ending triggered?

After the game is cleared, the players can experience it in any chapter. Many players are not dying to try again in the last chapter and find that when the final Vincent shoots himself, there is no option to shoot him in the shoulder at all!

The owner of the original building answered everyone's question: "Put all the little games through, all the interactive drama triggered, and this is the end! ”

The players are freaking out. Is that okay?

All the little games?

All interactive plots triggered?

What the hell is that?

How many little games are there in Escape Day? I don't know the basics. Every time I get to a scene, Leo and Vincent have all sorts of things to play with. For example, near the slums where Leo lives, two people can throw darts, play baseball, throw horseshoe collars on the farm, play wheelchairs in the hospital, play games in the hangar...

Basically, there are a lot of little games in every scene, and a lot of players don't even look at the plot to get over it. So these little games actually affect the ending?

As for the interactive plot, there is more. For example, in the slums near Leo's house, two people meet a woman with a baseball bat who says her husband is cheating on her, and then they go forward and they see an RV and they hear voices inside that are not suitable for children. Knock on the door and you'll find that the man in there is the husband of the affair. Then notify this woman with a baseball bat and she will perform a code to capture her in bed...

Also in the slums near Leo's house, there's a seepboard, and sitting face to face together triggers a conversation.

Leo: “What the fuck are we doing? ”

Vincent: “I don't know, you sit down first. ”

Leo: "No, I didn't. ”

Vincent: “You sit down first. ”

Leo: “Really... this is awkward. ”

There are still a lot of interactive scenes like “confirmed eyes, met the right person” or visual sense, some funny, some stupid, some seditious...

How much time does it take for the players to freak out and finish all the little games and all the interactive scenes? I don't know exactly what happened to the guy who posted the post...

So, a lot of players who want to make a perfect ending, call their best friend again and experience the game from scratch. This time they didn't have to push the drama, but seriously played all the little games and interactive dramas over and over.

After really completing all the interactive scenes, the players will probably understand why Chen Jiao arranged such an end.

Does Leo's death or Vincent's death really make sense?

Actually, it doesn't make sense to think about it.

Vincent, as a trained policeman, disassembled the 66, reacted quickly, was born and died with Leo, and survived in the rain of Guns and Forests on Mexico Island, and in front of the plane, he pointed a gun at Leo, and Leo took the gun? Does that make sense?

Leo hijacked Vincent, ran away, got the car, got the gun, and if he really wanted to kill Vincent, he shot him and it was over, why did he have to drive while pointing the gun at Vincent, give Vincent a chance to take the gun, and the two of them fell into the river?

Think carefully, two people are actually suspected of draining water. Otherwise, two people who are physically fit, good at shooting, and capable of fighting will not be able to separate wins and losses until the last moment.

And why is that? Apparently, they hesitated.

When Vincent pointed the gun at Leo, he hesitated for a moment in the face of Leo's decisive capture of the gun, not shooting Leo to death.

And when Leo hijacked Vincent to drive, he didn't want to hurt the killer right away, so he gave Vincent a shot.

Obviously, the two men still have feelings for each other, they hesitated and intolered many times before pulling the trigger, but different positions, betrayed anger, drove the two of them to walk one step at a time to the end of your life.

But what if the players get through all the little games and interactive plots?

Vincent and Leo went through so much in the runaway drip that they sometimes played games together like babies, yelled red at each other to fight over who was taller, and even wrenched their wrists for five minutes at the construction site; sometimes there was no room for cooperation, for example, when they played together on the farm, and the clothes were seamless.

If the players didn't trigger so many plots during the escape, Vincent and Leo might not be in deep enough custody that at the last minute they had to hurt the killer.

But what if they've been through so much?

When the last bullet is left, does Leo think of two people playing with the stilts?

Will Vincent ever think of two people playing video games together?

An episode of memories of their experiences gave them a chance to hesitate, and they found themselves unable to point the gun at each other's chest, so they chose to shoot the bullet into each other's right shoulder at a time when it was a thousand shots.

So the other party also understood that the two people had a rhythm of heart, and it made no sense to know that they would continue to fight, but all the resentment was cancelled and they went their separate ways.

Vincent had fulfilled his duties as a police officer, he had done his best, and Leo had let go of his hatred because of Vincent's detention.

At the end of the story, Leo began his never-ending escape route by hiding his name and walking away, and Vincent understood the importance of his family after this experience, quitting his job as a policeman and returning home to live well with his wife and daughter.

Two people with completely different personalities and experiences, who would not have had any intersections, changed each other in latent migration silencing because of the bits and drops of this long journey.

……

After understanding the meaning of the ending, the players said that the plot was amazing!

Of course, to say that God reached the level of "The End of America," after all, it took Chen stranger less than a month to make this game, which was originally tailored for a two-person mode, when it was not done on a 3A level.

But the plot, like The End of America, is also indescribably moving.