Almighty Game Designer

Chapter 983: Staggered Drama Lines (A Few Dramas) (II)

And in Marcus' drama line, players have to shoulder the responsibility of a leader to fight for the future of all imitators.

Marcus gradually gained the trust of imitating people in one operation after another, but he also faced choices over and over again.

While stealing blue blood and parts, the factory biomimetic will ask Marcus to take him away. If he chooses to take him away, he will not only provide a clue to more parts, but will also save Marcus's life in the ensuing plot.

Apart from that, Marcus, as a leader, had a lot of choices to make, such as in the "Free Shout" chapter drama, where Marcus was going to lead a bionic man into the television building and speak to all humanity, but when he captured the studio, a staff member ran out and Marcus had the option to kill or not. If not, the guards will arrive faster, putting everyone in danger; but if they do, they will bring down public opinion throughout society and influence the route that follows.

Marcus can choose to use force to wage a full-scale war against humanity and compete for the right to occupy Detroit; he can also choose the path of peace and love to indulge mankind throughout, and although the process is rather tedious, it is ultimately the easiest route to reach a full-life one; he can even choose to detonate a dirty bomb, fill Detroit with radiation and evacuate mankind...

So is Kara's choice. After escaping with Alice, you need to find a place to spend the night. You can choose to steal money and then spend the night in a hotel. You can choose to spend the night in an abandoned house that looks like an unusual living person, or you can spend the night in an abandoned car next to the house. Choosing a different place will set off a different scene. Comfortable places are even more dangerous. Stealing money, stealing things and sleeping uncomfortably will all decrease Alice's liking...

By the end of the story, the fate of the three protagonists will be interwoven, and the choice of one protagonist will directly affect the outcome of the other protagonists.

Connor, for example, became an unusual biomimetic, a key choice for a full-life ending, and choosing to continue as a machine almost invariably led to the death of other actors; while when Carla and Alice smuggled to Canada, Marcus could safely pass if they chose a peaceful route, but if Marcus chose a war route, a biomimetic would have to be sacrificed to make Alice's smuggling a success, or simply lead to an end to solidarity.

Of all these complex dramatic choices, it can be said that at least 30 per cent of the choices are buried in pits, and that many of the choices that appear to be correct actually lead to very serious consequences and even completely undermine the final outcome. For the average player, you can choose exactly what you want, but for the anchors, you can be a great pit father...

In particular, some female ancestors, sometimes because of their soft hearts, often choose some relatively “soft and oligarchic” options, and sometimes because of their misintentions, choose ruthless options. As a result, the barrage flies through a bunch of question marks, and even a lot of audiences open their mouths and start questioning the anchor's three views.

Although the game has no so-called "perfect ending” and every ending makes sense, it is clear that viewers still want to see a full-life ending, and when faced with different choices, many viewers and anchors have different choices and are susceptible to tearing.

One of the female ancestors was even sprayed with a bullet screen. She went over the strategy all night. The next day, she played the game from scratch...

There's another anchor who plays Connor's drama line, and every drama plays Connor dead. He starts talking about getting shot dead, interrogating abnormally lifelike people getting shot, chasing Kara down the highway, falling to death while chasing the rooftops of the battle, and provoking Hank to shoot him when he's in a hostile relationship with Hank...

The shooting screen audience laughed and went crazy. From the first generation to the fifth generation, Connor died when he went out, and every time he died, a new Connor appeared, and the moulded life headquarters appeared a Connor tombstone. This anchor was also known by the audience as "the auto-renewal anchor” and “the popular anchor"...

While this sounds funny, it also embodies Detroit: The Changer as an interactive movie game that brings enough emotional resonance to players and really immerses them in the story.

Detroit: The Smart Thing is that three biomimetics were chosen as the main characters to observe the human world from the perspective of the biomimetics, thus creating a perceived misalignment that the players couldn't help but empathize with the behavior of the biomimetics.

In the game, the biomimetics the players played were subjected to a lot of bullying and insults, such as Todd's domestic violence against Kara, and Marcus's unprovoked provocation in purchasing paint. When Marcus called for freedom on television, the first reaction of human society was not to focus on the demands of biomicrys, but to organize an army immediately to eliminate the threat of biomicrys.

The next generation of VR technology in the matrix game compartment makes players feel more empathetic, and that anger, repression, and despair motivate them to stand in the same position as the protagonists and make their own choices.

Many players even stood up to the position of biomicry, even eventually detonating dirty bombs that filled Detroit with nuclear radiation and sought freedom for the biomicry. Excellent character setting and plot design allow players to better immerse themselves in the game and maximize the power of the matrix game compartment.

At this stage, players are still far from completing their exploration of the end of Detroit: The Changer, and most players only end up with one or two, and rarely achieve a full-life end.

Detroit: Freaks has drama lines that players can choose to re-experience to gather more ends and clues until they have a satisfactory ending. This aspect is meant to give the players a full, multi-angled experience of the plot and clarify the relationship between the characters, and another important reason is… to give the players more liver.

After all, this is the only game on the matrix pod, and it would be embarrassing if players got tired of playing for hours.

It has to be said that Detroit: The Weird did spark a boom by rapidly occupying major live and video websites. Especially with the help of "Movie Perspective", the viewability of the game has greatly improved. Many players are watching the play with a movie mindset. Although they cannot afford or buy a matrix game compartment, this does not in any way affect the love of cloud players for the game.