Losing Money to Be a Tycoon

Chapter 457: Producer's Heart and Pride

The first part of the video was stringed with other game materials and a variety of sand sculpture expressions, accompanied by Joe Lao-wet's unique voice, which quickly put the audience in a state.

In the meantime, the video material became "BEQUIET" material, and Joe Lao Wei is about to start introducing how to play this game!

“Given that many people have not yet experienced this game because of gambling or other reasons, I will now give you a detailed overview of how this game plays and what makes it great. ”

“If some audience fathers are already familiar with this, skip straight to the final conclusion. ”

“This is a horror game that requires networking and multiplayer play, so please let go of all the stereotypes in your mind about single-machine horror games and let's embrace a new pattern of fear! ”

“Previous single-machine horror games have created horror effects in several ways:”

“Scenes and models, unexpected plots, unexpected surprises. ”

“There are often many horrible scenes in these games, such as foggy mysterious towns, cannibal villages full of mad villagers, zombie-filled laboratories, etc., which give people a visual and auditory impact through scenes and monster models like the Bloody Sea of Dead Mountains. ”

“At the same time, these stand-alone games manipulate the player's fears with drama, such as NPC tying the lead character up and then torturing the lead character with all sorts of tortures, digging eyes, pulling tongues, and cutting fingers, to the extreme… when the player is brought into the lead character's first perspective, it also acquires an extreme sense of horror. ”

“Finally, there was some sudden shock. For example, a body suddenly collapsed after pushing the door. It was supposed to walk well and suddenly get caught by a monster...”

“These are the traditional single-machine horror games that we can experience. ”

“Of course, these are very classic terror game bridges, but now I would like to point out two of the biggest shortcomings of this practice. ”

“First, the stimulus is too straightforward. ”

“In order to increase the horror effect, many manufacturers know nothing more than to add plasma to the game, make all kinds of disgusting monsters, and design all kinds of horror scenes that torture people...”

“But this stimulus is mainly a sensory stimulus that may cause some physical discomfort, and too much sensory stimulus can make the game itself look too heavy, giving you a sense of difficulty in being classy. ”

“True fear comes from the heart of man! ”

“Secondly, the repeatability of play is not high. ”

“When a player first experiences the process, they do get the ultimate frightening effect, but once the player has cleared it once, the play will be deodorant again. ”

“For the average player, a similar experience doesn't want to happen again; for the ash player, playing later becomes a totally cool game, losing the meaning of the horror game itself. ”

“And BEQUIET was born to create another way to solve these two problems that have never been solved in previous horror games, allowing players to create a horrible effect that originates from within without seeing as many 'hot eyes' scenes as possible, while allowing this horrible game to be played again and again indefinitely! ”

……

Next up is an introduction to the basics of the game, as well as a replica of some of the games that Joe Lao-wet has played himself.

Each game randomly matches, randomly assigns a map based on player segments, and randomly refreshes the player with a birth point of the current map.

In the map, the purpose of each room and the props in it are refreshed randomly, but relatively better props are refreshed in larger rooms and more critical locations.

Each of the eight players plays a policeman, a good person, a mentally ill person, and an ambitious person. They cannot identify each other except the policeman, and each has different game goals.

For the police and the good guys, the way they win is relatively simple, the whole map is blocked, they search everywhere for decryption spells, and when a certain number of spells are activated, a random exit appears on the map so that everyone can escape randomly.

Joe Lao Wei divided the general process of the game into four stages.

The first is the free search phase, where players begin to search as far away from each other as possible for empty spaces and rooms around them, get as many props as possible that are useful for their identity, and roughly determine what they want to do next, depending on the availability of the props.

Second is the initial contact phase, where a small number of mentally ill players typically choose to go nuts directly, but this can also result in police and a large number of good people using props to surround them; and some psychopathic players choose to disguise themselves as good people.

Generally speaking, police spontaneously gather other players to find decryption spells hidden in the map while collecting props.

However, because of the setting of the san value in the game, the more people gather in the area, the easier it is to trigger whispers, and the decrease in the san value caused by voice communication between the players, it is inevitable that the players will gather together for a long time, and must be spread out in a certain way, each looking for decryption spells.

At this point, the game enters the third stage, which is the chaos phase.

At this stage, some psychopathic players suddenly become mad at the good guy by accumulating all kinds of props, and the good guy can escape or fight back. Of course, the psychopath can also reduce the san value of the good guy by some means to make him mad, forcing him to follow the victory route of the mad guy...

In short, games can be quite chaotic during this time, and players can work together or calculate with each other.

Finally, the closing phase, generally speaking, has left only two or three players, and most of the decryption spells on the map have been unlocked, with players fighting each other through technology and currently mastered props and winning eventually.

Later, Joliang briefly introduced some of the more interesting counterparts he had encountered.

Of course, in Pei Qian's eyes, these rounds of the replica are not particularly wonderful.

Because a similar game, no matter how much you burn your brain, has to have a degree. If it's too complicated, most people don't understand it, it's embarrassing.

But when you're in it, you get the most exciting gaming experience!

For Pei Qian, he has not had a good in-depth experience of BEQUIET since this game is a networked game and cannot be played by himself...

Now after Joe Lao Wei's introduction, Pei Huan instantly understood.

The game is just beginning to search for props, a bit like chicken eating, and the identity is set to be a bit like table games like the Trinity Killer or the Werewolf Killer, while the player's part of the battle is a bit of an asymmetrical competition like the Dawn Killer.

And the fun of the game itself lies mainly in three aspects:

Firstly, it is playable and has certain luck factors. Many people will pursue the beginning of the game. For example, the mentally ill will find the house plus san value and life value props as soon as they come up, and directly derange the killing of the Quartet. Others will win the final victory by following the police scrupulously or with good operation when the initial props are bad;

Secondly, fighting wisdom within the rules, directing or misleading other players through limited language, guessing the identity of one player is similar to that of table games;

Finally, it is like a dawn killing machine, using props and methods to defeat more powerful enemies, at the same time, as a good person player will experience a special sense of horror, players suspicion each other, no one knows when suddenly to be attacked, can only touch the dark forward, be careful, do not dare to make a sound...

This horror comes from other players, from the inside of the player, so there are more changes than the average single-machine horror game.

For example, some madman players would deliberately hide in a room, wait for the good guys to search for decryption spells, and suddenly jump out and attack!

In short, the video is even better, and it is certainly not possible to tell the feeling of playing with yourself.

But Qiao Liang, through his own editing method and careful analysis, dissected the core of this game, especially when it comes to some interesting game mechanism, instantly a "sleeping hole” floats across the screen, people are emotional, this game can still play like this?

……

Finally, the video enters the closing phase.

“Seeing this, I'm sure you've learned a little bit about how to play BEQUIET. ”

“So back to the beginning, why did the production team go to great lengths to play ARG games and eye-catching games? ”

“You know, they can do absolutely nothing, just let go of the purchase and put all the players in the game. ”

“They did such a complex puzzle solving exercise, adding a threshold to the purchase of the game, and even worked diligently to form the game, guaranteeing a certain amount of entertainment and not a penny. ”

“This is officially designed to help every player get into the game faster and better! ”

“If you do this in a game, it's very troublesome to spend money buying a game and find out that you're not the right player for the game and go back for a refund. So, the production team simply decided to go beyond the game and skip the cumbersome step of refunding for players who are not suitable for the game. ”

“Someone is sure to ask, did you pass this test to fit the game? ”

“I want to say here, not necessarily, but probably. ”

“Let's think, what is the most important quality of the BEQUIET game? ”

“is a certain game intelligence, a good mindset to resist terror, and a serious learning attitude. ”

“Speaking of which, you should have noticed that the prerequisites for purchasing happen to be testing these three points! ”

“The solution to ARG games is to exercise game intelligence; the eye catching games is to exercise resilience to terror; and the whole test itself is to see if you have patience and a serious learning attitude. ”

“If you encounter a little difficulty, give up, take no interest in similar puzzle solving games, even if the decryption has been completed, you are lazy to copy even the copying assignment, or you cannot persist in the eye-catching game...”

“Then you certainly won't be able to have much fun in the BEQUIET game, which will affect the gaming experience of other players! ”

“This test can be said to take care of two players at the same time:”

“For players who are suitable for this game, their gaming experience is guaranteed;”

“For players who are not suitable for this game, it saves them time and keeps their wallets. ”

“And the only thing that's lost is the game company itself, losing revenue. ”

“But gaming companies are willing to give up this part of their income for a longer life and a better experience for the players, not even to come out and explain it when it triggers heated arguments and gets scolded. Instead, they silently accept it all. ”

“So a lot of people say that gamers are sick, just open up to buying, so why do you have to make one more prerequisite and not buy without passing? Isn't that disgusting? ”

“I want to say that it does, and in a sense it does, discourage the players. ”

“But, please, calm down and think about it. Is the manufacturer doing so much, perhaps not for themselves, but for a better gaming experience for all players? ”

“So the title of this issue is called 'The Heart and Pride of a Top Game Maker'! ”

“In order for the player to have a better game experience, he worked hard to set so many complex prerequisites before buying the game, and he proudly did not explain it to all players, but put on a blank attitude: it doesn't matter if you know it or don't understand it, flatter me or curse me, the game is here. ”

“I think it's a pleasure to have such a thoughtful, personalized, conscientious game maker for all domestic players! ”

“Too many gamers are trying to get on their knees to lick the players, lick the millionaires, and with the money, you can be grandfathers and kill the Quartet in the game... they don't set any obstacles, they don't let you brainwash, they let you get some false experience and props just by clicking on the mouse...”

“But are you really happy? Is your wallet getting thinner? Is your mind getting more and more rigid? How long has it been since you've experienced the kind of chestnut from your soul after solving a puzzle or discovering a new way to play? ”

“Wouldn't it be a shame if all the designers in the country were playing such a game? ”

“So I hope that students who are interested in this game will take a moment to experience the sincerity of the designer, patiently accomplish those prerequisites, and experience this complex game for themselves. ”

“I'm sure you'll find another wonderful world! ”