Game Design: How did I become the richest man?
Chapter 86 Excellent product!
Chapter 86 Excellent product!
Luo San became curious and began to play slowly.
Unlike those who actually play games, Luo San didn't look at the plot when he first played the game, but to see if there were any illegal acts in it.
After all, just like his wise words, when the game is released, his story line has already been done, and he just needs to follow the plot.
But soon, Luo San felt a strong sense of malice.
This game... seems to be different from what he expected.
Each choice will trigger a different plot.
For example, in the choice of 'whether to attend a cram school', if Luo San followed his inner thoughts and chose to attend a cram school.
Then parents will throw their children aside and start discussing which cram school is suitable.
If children do not attend cram schools, parents will force their children to attend cram schools.
It seems to be a multiple-choice question, but it is actually a fill-in-the-blank question.
Not only that, when something goes against the parents' wishes, the child's "bad value" will also increase.
Putting this on ordinary players, they have already started scolding the planning female relatives.
But on Luo San, not only did he not scold him, but he became even more addicted.
The options in this game exceeded his expectations every step of the way.
Soon, an hour passed and Luo San finished the first run of the plot.
The ending is as expected, the protagonist controlled by Luo San simply chooses to lie down, work, get married, and have children...
Finally becoming a member of the public, there is no sense of achievement in word games.
But then, Luo San discovered that the game was not over.
After the original protagonist controlled by Luo San got married and had a child, the game entered its second episode. This time, the protagonist controlled by Luo San was a newborn child.
The original protagonist of the game becomes the parent of the child.
Moreover, starting from the second week, you can choose to add extra points at the beginning of the game, and give 'bad points' based on the sum of the endings of the previous n weeks.
To improve your bad points, you can add points in the aspects of 'physical fitness, talent, family background, and family company'. The more points you add, the stronger the protagonist's birth environment will be.
The calculation method of this 'bad point' was also beyond Luo San's expectations.
It is not used for those methods on the market that calculate 'game time' or 'game success'.
"A Bad Life" is a calculation of the bad endings of multiple protagonists in the previous generation.
In other words, the better the ending of the protagonist of the previous generation, the fewer bad things. The worse the ending of the protagonist of the previous generation, the more bad things.
And the bad point determines the birth environment of the protagonist of the game.
Luo San did not start the second round, but fell into thinking.
This game... seems to be so interesting!
From the beginning of the game, the game seems to be aimed at the player, no matter the sex or age at birth, or even the family background, there is no choice.
In the early stages of the game, players can only be forced to act according to the ideas of their 'parents'. Once they refute, the parents will work hard to let their children follow their own ideas, and the child's damage value will also increase.
In the middle and late stages of the game, when the child grows up, the child can already make some choices freely.
However, due to the constraints of 'bad value', players cannot choose some options.
For example, in some options where you need to go home to see relatives.
When the bad value is low, players can freely choose to 'return or not', but immediately afterwards, the bad value will increase due to various comments from relatives.For example, "This is Xiao Wang. Do you remember that I hugged you when you were a child? You still peed on me at that time..."
"How many points did you get in this exam? Have you fallen in love? Puppy love is not allowed! Students should behave like students and study first!"
Sometimes they even increase the display value because their parents want to show off.
"Ruru, this is your third uncle, do you remember?"
"Ruru, let's dance for everyone. Let's do the new one we learned in the interest class... Why are you so disobedient, kid? Aren't you very happy dancing at home?"
"Oh, my family is not good at Ruru, not good at grades, not good at sports, how can they be as good as your children..."
This option will cause the child's waste value to rise rapidly every time he goes home to see relatives, eventually leading to the game failing.
What if you choose 'no reply'?
The protagonist will retort by saying, "I still have to study, and seeing relatives has nothing to do with me."
If the protagonist's damage value is high enough, then you don't have to go.
But if the protagonist's bad value is lower than a certain level, then your parents will force you to visit relatives and say things like, 'What's the use of studying, interpersonal relationships are the most important', etc., which will increase the protagonist's bad value. of higher.
Luo San sat quietly in front of the computer and pushed up his glasses.
He found the game somewhat philosophical.
Especially the setting of 'bad value' is a stroke of genius.
As a former professional lawyer, Luo San has seen many cases of family conflicts, all of which are tragedies without exception.
The less severe cases include drinking pills, cutting one's wrists, or committing suicide.
But the more serious circumstances involved killing all the relatives around him.
As for those cases of running away from home, they cannot be recorded.
Luo San feels that this game seems to have some special effects, but whether it has a big effect will only be clear if we continue to try it.
Luo San continued playing the game, and he discovered that this game was not only shot at a movie-level, but the characters' shapes, expressions, and movements were all very natural.
It's as if it's not an act, but a real situation.
During the game, the background music always uses a sad song, as if the final result is destined to be a tragedy.
At the end of the first round of the game, the character controlled by Luo San finally had a too high damage value due to his "family economic" situation, and finally disappeared from everyone and became a social animal.
In the second game, because of the bonus of "bad points", Luo San put all the bonus points on "family situation", and the character he controlled was born with a better family situation.
At the same time, the protagonist has more free choices, but the price is that his parents are not around to accompany him.
This also leads to the fact that there are only older generations around the character, and any decision can be made as they wish. As a result, the character's own damage value rises faster.
In the third week, Luo San learned the lessons of the previous two times, and he was full in terms of family background and family company. He thought that there would be no problems.
The result was even worse, the family was superior, and the harmonious family accompanied by family members prevented the character from suffering setbacks since he was a child, on the contrary, his bad value rose even faster.
In the end, after an investment failure, the protagonist chooses to lie flat, stop working hard, and become a mediocre rich second generation...
This ending almost made Luo San angry and smashed the computer.
Luo San thought that he would not have any more ups and downs in mood, but obviously, he overestimated.
He felt that the ending of the third week almost made him vomit blood.
I've been playing hard for an hour, but you just said, "Give up, go home and inherit the family business" and that's it?
So who am I?A clown?
(End of this chapter)
Luo San became curious and began to play slowly.
Unlike those who actually play games, Luo San didn't look at the plot when he first played the game, but to see if there were any illegal acts in it.
After all, just like his wise words, when the game is released, his story line has already been done, and he just needs to follow the plot.
But soon, Luo San felt a strong sense of malice.
This game... seems to be different from what he expected.
Each choice will trigger a different plot.
For example, in the choice of 'whether to attend a cram school', if Luo San followed his inner thoughts and chose to attend a cram school.
Then parents will throw their children aside and start discussing which cram school is suitable.
If children do not attend cram schools, parents will force their children to attend cram schools.
It seems to be a multiple-choice question, but it is actually a fill-in-the-blank question.
Not only that, when something goes against the parents' wishes, the child's "bad value" will also increase.
Putting this on ordinary players, they have already started scolding the planning female relatives.
But on Luo San, not only did he not scold him, but he became even more addicted.
The options in this game exceeded his expectations every step of the way.
Soon, an hour passed and Luo San finished the first run of the plot.
The ending is as expected, the protagonist controlled by Luo San simply chooses to lie down, work, get married, and have children...
Finally becoming a member of the public, there is no sense of achievement in word games.
But then, Luo San discovered that the game was not over.
After the original protagonist controlled by Luo San got married and had a child, the game entered its second episode. This time, the protagonist controlled by Luo San was a newborn child.
The original protagonist of the game becomes the parent of the child.
Moreover, starting from the second week, you can choose to add extra points at the beginning of the game, and give 'bad points' based on the sum of the endings of the previous n weeks.
To improve your bad points, you can add points in the aspects of 'physical fitness, talent, family background, and family company'. The more points you add, the stronger the protagonist's birth environment will be.
The calculation method of this 'bad point' was also beyond Luo San's expectations.
It is not used for those methods on the market that calculate 'game time' or 'game success'.
"A Bad Life" is a calculation of the bad endings of multiple protagonists in the previous generation.
In other words, the better the ending of the protagonist of the previous generation, the fewer bad things. The worse the ending of the protagonist of the previous generation, the more bad things.
And the bad point determines the birth environment of the protagonist of the game.
Luo San did not start the second round, but fell into thinking.
This game... seems to be so interesting!
From the beginning of the game, the game seems to be aimed at the player, no matter the sex or age at birth, or even the family background, there is no choice.
In the early stages of the game, players can only be forced to act according to the ideas of their 'parents'. Once they refute, the parents will work hard to let their children follow their own ideas, and the child's damage value will also increase.
In the middle and late stages of the game, when the child grows up, the child can already make some choices freely.
However, due to the constraints of 'bad value', players cannot choose some options.
For example, in some options where you need to go home to see relatives.
When the bad value is low, players can freely choose to 'return or not', but immediately afterwards, the bad value will increase due to various comments from relatives.For example, "This is Xiao Wang. Do you remember that I hugged you when you were a child? You still peed on me at that time..."
"How many points did you get in this exam? Have you fallen in love? Puppy love is not allowed! Students should behave like students and study first!"
Sometimes they even increase the display value because their parents want to show off.
"Ruru, this is your third uncle, do you remember?"
"Ruru, let's dance for everyone. Let's do the new one we learned in the interest class... Why are you so disobedient, kid? Aren't you very happy dancing at home?"
"Oh, my family is not good at Ruru, not good at grades, not good at sports, how can they be as good as your children..."
This option will cause the child's waste value to rise rapidly every time he goes home to see relatives, eventually leading to the game failing.
What if you choose 'no reply'?
The protagonist will retort by saying, "I still have to study, and seeing relatives has nothing to do with me."
If the protagonist's damage value is high enough, then you don't have to go.
But if the protagonist's bad value is lower than a certain level, then your parents will force you to visit relatives and say things like, 'What's the use of studying, interpersonal relationships are the most important', etc., which will increase the protagonist's bad value. of higher.
Luo San sat quietly in front of the computer and pushed up his glasses.
He found the game somewhat philosophical.
Especially the setting of 'bad value' is a stroke of genius.
As a former professional lawyer, Luo San has seen many cases of family conflicts, all of which are tragedies without exception.
The less severe cases include drinking pills, cutting one's wrists, or committing suicide.
But the more serious circumstances involved killing all the relatives around him.
As for those cases of running away from home, they cannot be recorded.
Luo San feels that this game seems to have some special effects, but whether it has a big effect will only be clear if we continue to try it.
Luo San continued playing the game, and he discovered that this game was not only shot at a movie-level, but the characters' shapes, expressions, and movements were all very natural.
It's as if it's not an act, but a real situation.
During the game, the background music always uses a sad song, as if the final result is destined to be a tragedy.
At the end of the first round of the game, the character controlled by Luo San finally had a too high damage value due to his "family economic" situation, and finally disappeared from everyone and became a social animal.
In the second game, because of the bonus of "bad points", Luo San put all the bonus points on "family situation", and the character he controlled was born with a better family situation.
At the same time, the protagonist has more free choices, but the price is that his parents are not around to accompany him.
This also leads to the fact that there are only older generations around the character, and any decision can be made as they wish. As a result, the character's own damage value rises faster.
In the third week, Luo San learned the lessons of the previous two times, and he was full in terms of family background and family company. He thought that there would be no problems.
The result was even worse, the family was superior, and the harmonious family accompanied by family members prevented the character from suffering setbacks since he was a child, on the contrary, his bad value rose even faster.
In the end, after an investment failure, the protagonist chooses to lie flat, stop working hard, and become a mediocre rich second generation...
This ending almost made Luo San angry and smashed the computer.
Luo San thought that he would not have any more ups and downs in mood, but obviously, he overestimated.
He felt that the ending of the third week almost made him vomit blood.
I've been playing hard for an hour, but you just said, "Give up, go home and inherit the family business" and that's it?
So who am I?A clown?
(End of this chapter)
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