I just want players to save money, but I was made the richest man.
Chapter 181 is hotly debated across the internet!A company that teaches the world how to make games!
Chapter 181 is hotly debated across the internet!A company that teaches the world how to make games!
Kate sincerely looks down on the Chinese game market and players.
In his eyes, this market, which started off relying on piracy around the millennium and is now dominated by krypton gold-based games, shouldn’t be ignored.
The game companies that grew up in this kind of soil have not even been listed on the market. They are small businesses and, to be honest, there is nothing worthy of attention.
But this time, since it was an order from above and it was required to win all the awards, let this design conference focus on Vivant Di.
Kate is not stupid enough to compete with her eyes closed without doing any homework at all.
After searching the schedule, Kate found that this event had three themes.
Meat pigeon, side-scrolling, platform jumping
And there are five awards.
Best creativity, best design, best plot, best visuals, best game.
Kate suddenly had an idea.
"In this case, can't I just make a game and win all three themes and five awards?"
"Give those local gamers from China a little shock of where the game originated!"
After making up her mind, Kate started searching for relevant information online.
The two gameplay methods of traversing and platform jumping are not unusual, and Kate also has corresponding ideas in her mind.
As for meat pigeons, the game market has been quite hot in recent years.
Kate had also heard the general gameplay of the genre.
It's nothing more than randomly shuffling a series of props and skills. Players will get an unknown prop every time they reach a node, and then arrange and combine these props to deal higher damage.
"This type, to put it bluntly, is a game of luck. What attracts players is that the things presented in each game are different, which always brings freshness to the players." After roughly searching for several meat pigeon works on the Internet, After reading the reviews, Kate came to her own opinion.
"If this thing is integrated into traversing and platforming... I'll think about it."
While writing and drawing on paper, Kate thought hard.
And soon, he seemed to have grasped a balance point.
In order to verify whether his idea was qualified, he immediately called the supervisors of Design Department [-] for an impromptu meeting as the game director.
"I want to add meat pigeons to the racing gameplay, and then add traversing and platform jumping. What do you think?" Kate said bluntly.
He started his career in racing games. After showing his talent, he was hired by Vivant with a high salary and served as the director of three games.
It has indeed lived up to expectations. Last year, it launched a racing game and won the title of Best Employee of the Year from Weiwangdi Company.
Therefore, even when making these three themed games that have nothing to do with racing, Kate will still think of her own racing game for the first time.
The employees also expressed their doubts one after another.
"Is there any good way to combine racing cars and meat pigeons?"
"We can set up a road and let the player control the car to drive forward, and randomly pick up modified parts, supplies, and even equip the vehicle with firearms on the road," Kate said.
"That sounds like a good idea?"
"But what does this have to do with side-scrolling?" Some employees also expressed their opinions.
Normally, there are only three perspectives in racing games, rear-end perspective, overhead perspective and cockpit perspective.
But none of these three perspectives have anything to do with horizontal version.
The so-called horizontal 2D or horizontal 3D is a theater performance method with a 'cross-sectional perspective'.
The advantage of this kind of game design is that after abandoning the depth space, players can feel the background, terrain, and interaction more intuitively.
The player's 'visual range' is larger than traditional 3D games.
Place a treasure box in the upper right corner of the screen, and the character controlled by the player appears in the lower left corner. There may be many twists and turns in the terrain, and the player can still understand at a glance what kind of terrain they have to pass to reach the upper right corner. Treasure chest room.
But if the same situation is placed in a 3D game, the player's line of sight will be blocked by various things.
At this time, the solution chosen by many designers is to use prompts to guide players step by step to the treasure chest hiding spot.
Then from the beginning of the player's actions to the time when he reaches the treasure chest, since the treasure chest is never visible, the desire to explore will gradually weaken.
Therefore, designers need to design more fresh tricks in the process to continuously motivate players to move forward.
This process is put back into the horizontal version of the game, then you only need to place a treasure box within the player's line of sight, and the player himself will act like a mule with a carrot tied to it.
This method applies not only to treasure chests, but also to powerful enemies, enhanced skills, and even just a door that looks different.
It can be said that compared to 2D, horizontal version 3D will give players more desire to move forward because they can always know their next move.
However, not all game types are suitable for horizontal version design.
For example, the type of racing game Kate is currently discussing.
If a game wants to be recognized by players, first of all, its core gameplay must be logical—that is, its motivations must conform to the logic of three views.
What is the initial logic that racing brings to players?
runs fast.
It is a manifestation of speed.
So it is obviously illogical to want it to run in a winding 2D terrain like other traditional traverses.
Players will feel that they are hitting a wall at every turn even if they take a glance at it.
And hitting a wall is precisely about speed.
Kate's solution to this problem is.
"We simply abandoned the traditional 2D crossing plane design and directly set the track on an endless road track."
"Players only need to drive forward from left to right, because in terms of movement direction, the tradition of horizontal version games is maintained."
"Does Director Kate mean to make the perspective of the car a cross-sectional perspective?" an employee asked while thinking about the scene proposed by Kate.
"Yeah." After entering work mode, Kate put away her contemptuous expression for this game design competition, nodded and said seriously: "In this process, players can continue to pick up various props that appear on the road. Strengthen yourself further.”
"Sounds okay." The employees wrote down Kate's thoughts while discussing it.
"Then there's one last question left, platform jumping."
"How does a racing car perform platform jumps?"
"It's kind of hard to picture that."
"You can't put a spring on the tire."
"I don't think springs are actually the problem. It's not uncommon these days to see games where racing cars can fly, and players' acceptance is not low. So things like springs can be completely eliminated through the 'modification' setting." Kate turned her pen and looked up at her employees: "The problem is, how to solve the road that has been opened?"
Looking at the slightly confused faces of the employees, Kate further expressed her doubts.
In traditional traversal, unless it is a scroll map (that is, a terrain design that is slowly rolled up like a scroll, the road that has been traveled cannot be turned back)
Otherwise, players can go back.
Nowadays, more and more designers like to hide some things on the way back, so that players can get them when they turn around twice or even three times to explore, so as to reuse a picture and reduce the workload.
But still the problem.
If platform jumping is added to the car.
Even if players don't care, your car can be equipped with springs and even fly.
But there is no way to turn back on the road you have already driven.
After all, it's still the same problem.
Even if your game has a setting where the car can turn around.
But in common sense among players, turning around = slowing down.
Slowing down will make you feel uncomfortable.
Then, if the 'Allow U-turn' setting is cancelled.
It's equivalent to the scroll map in traditional rampage.
Players can only choose one path to move forward.
But this will cause another fatal problem.
Almost all players hate the 'forced omission' setting.
For example, there are three forks in the road, A, B, and C.
If the player chooses A and gets a purple car modification.
Then they will start to think, 'If they chose B just now, would they get the golden modification? '
The traditional horizontal version can give players a chance to go back and watch.
But because there is no way to implement a 'allowing U-turn' mechanism into the car, if you miss this car trip, you will miss it.
And because of the 'random' gameplay of the meat pigeon type, this mistake will be infinitely magnified.
As a result, the player has missed the game, and he will never know what is in B and C for the rest of his life.
This is not a failure in player choice, but improper handling of game design, which will cause resentment among players.
I play games to have fun.
Not only did it not bring me happiness, it also always filled my mind with thoughts such as 'I feel like I missed a hundred million' and 'Would it have been better to have just chosen another path?'
Then, it is inevitable for players to abandon the game.
This problem is more difficult than the previous two.
The employees in the conference room also had a heated discussion about this.
until two hours later.
Everyone finally settled on a fairly acceptable plan - the platform shuttle mechanism.
That is, more than one road appears in front of the player's screen.
Rather, there are three or even four paths.
These roads are not connected to each other.
There are green belts, people flow, urban buildings and a series of other things that fit the level scene in between.
Players need to collect modifications and then meet the shuttle conditions, and then they can switch between these separated roads at will.
In this way, when it comes time to select key modifications, the modifications on several roads can be clearly seen at a glance.
Players will have no regrets.
After all, I showed you before you made your choice. You chose the one you want most among several key props. Even if you feel afterwards that the modification is not strong enough, you can't blame us game manufacturers. Right.
It can also motivate players to start the next game.
Finally, after several hours of game planning meeting.
The three design supervisors of Weiwangdi brainstormed and finalized the gameplay of this racing game that combines meat pigeons + traversal + platform jumping, and named it - "Escape Highway"
And within the next two weeks, hundreds of people from the entire department began to work overtime to rush the production.
Among them, the scene mapping part takes the most energy.
I used scene pictures from some of my previous racing games, made a series of P-picture modifications, and then inserted them into the new game for continued use.
Anyway, this game is not aimed at sales. It sounds like it is meant to stand out at a game design conference in China, so as to increase the popularity of Weiwang Di in East Asia?
No matter how specific it is, employees have no right to ask in detail.
Anyway, the boss just pays wages and bonuses.
Two weeks later.
A new concept racing game that stitches together its previous racing scenes - "Escape Highway" has finally been produced.
Although time was limited, Design [-] only made the first two levels of the game experience, and the entire experience process was less than half an hour.
However, after the employees tried it one by one, they all felt it.
Taking it to participate in a small competition in East Asia and winning all the awards is definitely more than enough.
Just after Kate sent the game compressed package to the designated submission email address of the number one player.
The employees in the office also began to discuss it heatedly.
"If we throw this work into the competition, we must not scare the piss out of those hillbilly designers from East Asia."
"Haha! Give Chinese players a little bit of a little Omi game shock!"
"With the reputation of our major manufacturer, participating in an event of that scale really gives them face. They should feel honored."
"Director Kate's game design inspiration is too strong. I never imagined that racing can be integrated with those three game types. From a creative perspective, it will absolutely kill everything."
"I believe no one will reject a racing game that allows players to customize their own modifications. It is also a unique game in terms of meat pigeon gameplay!"
"Now I really want to see what kind of surprised expression the chief designer of their number one player will show after trying out our super-excellent work. Tsk, tsk, but it's a pity that I can't see it."
"You must be shocked, and you can't wait to shorten the schedule, so you can give us the award quickly, right?"
"Hahahaha!"
----
"No, what the hell is this..." Ke Jin frowned tightly, with a confused expression on his face, staring at the "Escape Highway" on the computer screen in disbelief.
He couldn't believe that this was a game that a major company could produce.
Although Wei Wangdi was not a good company in his previous life, it has become his rival company in this life.
But when it comes to the game itself, Ke Jin always has something to say.
If your small factory makes good games, then no matter how small your factory is, you will still be the most handsome boy.
If the big manufacturers make rubbish, then they have to yell at you for making such stupid things.
When "Escape Highway" was sent to his mailbox, Ke Jin was a little happy at the beginning.
Regardless of whether this is a work sent by a rival company, as long as it works, I will give it a fierce reward.
Ke Jin even wished that this game could win all the awards directly, so he could just send them all out in one go, then start the killing mode with the ultimate gift package.
The result was after more than half an hour of trial play.
Ke Jin had an indescribable mood.
I can’t tell whether I ate shit that tasted like chocolate or chocolate that tasted like shit.
In short, it highlights an indescribable aspect.
The game "Highway"... is more like a suture monster floating on the surface.
Good news, it's all sewn up.
Bad news, I don't understand.
There is an element of meat pigeon in it, and it has not made the low-level mistake of previous small game designers who made meat pigeon a purely random game.
On the contrary, Ke Jin also admired some of the meat pigeon designs in "Escape Highway".
For example, when a player picks up the modification "Rally Tire", the related modifications obtained later will most likely appear randomly around the keyword "Rally", thus forming a relatively powerful "Rally Flow"
In addition, there are also 'Burst Charge Flow', 'Rampage Flow', and 'Fire Power Transformation Flow'
There are five or six genres, although it is not too many, but after all, the time given by the competition is not enough. If it is slowly optimized and improved in the future, it may become an excellent game.
But there must be a deeper reason why Kejin judged it as a "surface-level" suture monster.
Because "Escape Highway" also adds an additional random attribute after the player obtains the modification.
For example, a modification like 'Nitrogen Dash'.
If you follow the normal idea of making meat pigeons, after obtaining it, you can get the sprint effect.
And around this sprint as the skeleton, add more auxiliary modifications to it, so that it can sprint farther, sprint faster, or some.
But how does this awesome game designer do it?
He damn... made the sprint random.
This way it becomes.
After the player obtains the 'Nitrogen Sprint' modification and turns it on, the sprint distance is random...
Assuming that sprinting 100 meters is the peak value, then players may experience "this wave sprinted 20 meters" or "this wave sprinted 30 meters" in several consecutive uses.
It always gives people a feeling of not having enough fun.
After I get the growth items, whether I can become stronger or not depends on my luck, right?
After going through many difficulties and dangers, the player finally obtained an artifact that could kill everything instantly, and embarked on the road to challenge the ultimate BOSS. Afterwards, he was told that there was a 50% chance of missing.
This is intriguing.
It can be said that this is a fatal problem.
Then, break into this area.
Perhaps they think that the theme of racing is not suitable for setting BOSS challenges like traditional 2D games.Therefore, the power of rampage is added to a set of racing gameplay that is very popular in racing games.
That is, at the beginning of each game, other cars on several tracks will instantly overtake the player's car.
Players need to continuously pick up modified parts, then slowly increase the speed, and then surpass them one by one.
In this way, a design idea of traversing from left to right is achieved.
This idea may be a good starting point.
But there is always a strange smell when placed on a racing car.
Today's racing games are basically immersive experiences, and the closer to reality, the better.
Players can experience a hearty racing journey without leaving home. Seeing the scenery on both sides that are constantly retreating rapidly, as well as the opponents who are far behind them, the adrenaline is also constantly soaring in the process.
Extremely realistic scenes or restored landmark buildings can also allow players to have a relaxing travel simulation.
It can be found that whether it is racing or scenery simulation, experience is the main theme of current racing games.
And when this feature is placed on a 2D cross-section, the experience will naturally be somewhat different.
It is difficult for 2D games to achieve a 3D immersive experience.
If "Breath of the Wild" was made into a 2D horizontal version, even if the painting style was exactly the same, no players would praise its immersion.
It is precisely for this reason that adding racing gameplay to a side-scrolling racing game is always a bit nondescript.
As for platform jumping, it is a key factor that Ke Jin feels the game is not doing well.
Switch tracks by taking off the car and continue driving normally.
From a certain perspective, this is indeed an alternative platform jump, and Ke Jin will not deliberately find fault in this regard.
On the contrary, he also encouraged game designers to create more bizarre and whimsical platform jumping styles.
But if this platform jump is placed in a racing game, a serious problem will arise.
Let’s take Jin’s own half-hour experience as an example.
He found that he often missed modifications or supplies on a certain track if he was not paying attention.
And as the speed of the car gets faster and faster, the players will lose more and more.
This is not like Mario Kart. The props have a certain use, but if you can't get them, everything won't be lost.
This is a meat pigeon game.
A certain prop 'Hula' flashes past in an instant, but the player behind you can't get it...
If this is the core modification of the entire genre, this would be missed.
Yeah, the whole game was wasted.
At this point, let's wait for Kejin to make a comprehensive analysis before looking at this game.
It's inevitable that you'll feel like 'chocolate shit'.
All three themes are clearly in line.
But at every point there are anti-human designs that are hard for players to swallow.
The picture quality and music are indeed top-notch among the batch of game submissions I have on hand.
But if a game only has picture quality and music, then why don’t I go to art exhibitions and collect albums?
After some thought, Kejin did not reject the game immediately.
Although this game has many flaws, it is not impossible to improve.
After all, the game designers on Blue Star are still in the exploratory stage due to the crooked game technology tree. Many design ideas that require time to develop are still in the exploratory stage, and Ke Jin can understand that.
Therefore, as long as it can be optimized in the future, it might really stand out and win all the awards.
Kejin also combined the characteristics of many similar games on Earth in the previous life and gave a general direction for optimization.
Practically every entry, as long as it's not too pulpy or intentionally weird.
Kejin City will carefully test the game and give certain guidance based on the design experience of outstanding seniors on earth in previous lives to show respect for the works of participating designers.
After thinking about it, Ke Jin roughly explained the optimization direction on the electronic receipt.
1. The design of the meat pigeon gameplay is pretty good, but the 'random value' aspect should be optimized as much as possible. Otherwise, even after players have collected a complete set of modifications, they will randomly get the lowest value due to bad luck. Losing the game due to the numerical value is a problem in game design.
2. Since you have chosen the 2D horizontal version mode, you need to break away from the 'immersion' emphasized in traditional racing. Instead of emphasizing racing, you must emphasize completing levels.
You can set up some relatively powerful racing cars along the road, and get certain parts by knocking them over to achieve the idea of "killing monsters and upgrading" instead of the boring "surpassing them"
And BOSS can also be designed for racing cars.
Ke Jin generously shared the idea of a horizontal version of a racing boss that appeared in the early arcade game "Dino Combat".
He also said that he could try converting 'speed' into 'damage'.
When fighting the BOSS, a huge armored vehicle will keep pace with the player or overtake the player. The faster the player's vehicle speed at this time, the higher the damage caused when it collides with it.
The speed of the car can be cleverly bound to various genres in the game to create more gameplay options.
3. Reduce the number of important props appearing on the track.
The race schedule can be divided into multiple stages, and monetary props such as gold coins can be set on the track instead of important random props.
For important props, after running a small node, the player will be allowed to stop at the 'gas station' and 'P room' (maintenance area), and then receive rewards such as meat pigeons, or use currency to purchase important props.
Kejin also recommended to them that they could try "Slay the Spire"
After several core points were raised, Ke Jin sent the receipt back.
He also said that this time the submission did not pass, and you can submit another one after optimization. There is still a week left before the finals, so there is a chance.
But what.
When this letter was sent to Weiwang Di.
The entire game design in the three parts is a blast!
A company that has not even been listed in China, and whose annual financial report does not even reach tens of billions.
Are you shutting out the game that our Weiwang Di team designed with the efforts of the entire department? ?
What is your number one player?
Why are you?
How dare you?
Especially when Kate got the receipt and saw the chief designer of Ready Player One pretending to give her advice, she was immediately blown away!
He felt humiliated like never before!
Brother, I am the best employee of the year at a major game company, Omi, and I am also the game director of the entire department of the company.
Last year, he led a team to create a game that sold nearly 30 billion yuan.
You teach me how to play games?
If your game is so good, your turnover must be very high, right?
Ow.
It turns out that your escort work only sold one billion yuan a month?
And it’s still the turnover of four games combined?
interesting.
Kate felt like she had never been so humiliated in her life.
He was already very reluctant to be crowded into the same track with a group of small designers. If it weren't for the orders from his superiors, he wouldn't be interested in competing at all.
As a result, I was rejected even though I entered the competition. What was even more outrageous was that the chief designer of a company that was much smaller than my own was criticizing the game I had designed with all the efforts of my department.
No matter which one, his blood pressure almost exploded!
Therefore, when giving feedback to her superiors, Kate angrily stated that the number one player was deliberately targeting Wei Wangdi.
What will happen to such a high-quality work that combines the strengths of hundreds of schools of thought?
This game is not fair at all!Ready Player One simply can’t afford it!They have no intention of giving out bonuses at all!
Furthermore, Kate stated that she would no longer participate in this game design conference.
Kate originally thought that if her superiors made things difficult for her again, it would be the worst possible outcome for her to quit her job.
Based on my experience in Weiwangdi, if I switch to a smaller factory, even if I don't earn that much, I can at least make a living.
But to Kate's surprise.
His superiors did not criticize him for withdrawing from the competition, but instead asked him to relax and gave him a month's vacation.
Soon, Kate smiled happily after learning about the follow-up actions of the company's superiors during her vacation.
Weiwangdi used public relations methods to make Ready Player One, a gaming company from China, a hot search topic in the gaming section of Twitter.
And the core point of the output is 'the number one player cannot afford to lose'
After just a few days of fermentation, the entire Twitter now even includes the game area of TikTok on the external network.
Many foreign players are familiar with this small and popular game company from China.
At the same time, Weiwangdi also put its own "Escape Highway" on its own DFgame platform for free for players to play.
This time, the players in the entire Omi circle exploded!
In particular, some Omi players who have never been exposed to meat pigeon games are amazed at the fresh vitality that the 'random category' has injected into this game.
"Oh, buy it! I can't believe it! This game can't even enter the qualifiers in China?"
"Are you kidding me? Is this company called Ready Player One here just to make me happy?"
"I'm very curious, can Ready Player One spend a year to make a game comparable to "Highway"? "Highway" is simply the most fun game I have ever seen!"
"They have no intention of giving bonuses to foreign designers at all! They have already secretly selected their own design contestants! Fuck!"
In addition to a group of angry players who don't know the truth, there are also a small number of foreign players who have climbed over the wall to China and played Ready Player One games and left messages in various game sections.
"Hi bro, don't be like this. Ready Player One has also had works before. I like their company's "Super Mario: Odyssey" very much. The design is really great."
"Although this matter is a bit unreasonable, haven't you heard of "PlayerUnknown's Battlegrounds"? It was the first FPS to create the battle royale type. Now many manufacturers are following the trend to produce games of this type, but they are not open to the public. Promote that they learned from PlayerUnknown's Battlegrounds and did not allow Ready Player One's works to flow into the Omi region, so you think this company is rubbish and you have never heard of it before."
"Believe me, Ready Player One is not as bad as everyone says. You can go and experience their games."
However, under the premise of the monopoly of the entire Omi game manufacturer.
Those who have played Ready Player One are in the minority.
Therefore, such explanations are undoubtedly empty and powerless.
What's more, this incident was handled by Weiwangdi's public relations department.
Labels such as "Oriental Xiaochang" and "Can't afford to lose" for the number one player have become deeply rooted in the hearts of the people.
When it comes to the rhythm of public opinion, netizens all over the world are obviously sharing the same brain.
Rather than circumventing the firewall and getting a Chinese overseas bank card to purchase games, you can evaluate them after experiencing their popular works in depth.
It's much easier to question directly.
Just don’t have a mouth!
"Bro, you also said it was in the past. I don't know if Ready Player One was good at making games in the past, but let's put aside the past and just talk about the present. Factories as big as Blizzard and Electronic Arts occasionally produce garbage now. What about the work? I just want to know, if they hold this kind of game design conference and they don’t even give out "Highway", then whose work can pass?"
"A game designers conference for the world? I think it's for themselves!"
"And not to mention too much, can you, the number one player, make a more novel work on this theme?"
"That's right! If you have the ability, number one player, you can make a new work and put it up for us Omi players to judge and open our eyes. Let us see what level of game company it is. It dares to say no to a game designed by Wei Wangdi. !”
"Hahahahaha! This method is very good, but they can't do it because they know it can't be done."
Almost within a few days.
Ready Player One made his debut in Omi in a way he never imagined.
It's as if someone is secretly exerting force to amplify the negative public opinion.
So much so that some people have made some estimates and believe that the games that Ready Player One may make in the next five years will be difficult to be recognized by Omi players.
According to normal logic, it is best for Ready Player One to remain silent during this period and just let China play its own game.
After three to five years, it will settle down and come back with a good work.
Maybe it can change Omi players' views on this game manufacturer that has been stereotyped.
After all, we are currently at the forefront of public opinion.
It means that no matter what you do, it is wrong.
If I really want to find faults, I can pick out the bones inside the eggs.
But what surprised everyone was.
Ready Player One…
It's actually when the rhythm is at its maximum.
An announcement was made directly into the wind!
In order to allow all participating designers to better understand the theme of the competition, three themed games are hereby announced.
Corresponding to the theme of platform jumping - "Time and Space Fantasy"
Horizontal version of the theme - "Dead Cells"
Meat Pigeon Theme——"The Binding of Isaac"
I hope all contestants will continue to work hard and achieve great results!
If this news had been reported in China, no one would have said anything.
After all, it is obvious to all that Ready Player One has come a long way over the past three years.
Zhanwang News, beat Tengjing, chopped Yinhui, chopped Nexnn with force, and tore SE with hands.
Undefeated!
You can say that Ready Player One is not currently the most profitable game company in China, nor may it be the most influential.
But you can’t deny that this company is indeed qualified to teach other manufacturers how to make games.
Because along the way, Kejin, the designer, has created so many things.
But as soon as the news reached Omi, it became a new round of laughing stock.
It was even ridiculed and ridiculed by bloggers on major external websites.
Some of the memes show the joker wearing a suit, with four big words written inside the collar - Ready Player One.
Some emoticons depict a well-dressed and elegant successful man with 'Blue Star Major Game Manufacturers' written on his forehead, while another ragged scavenger has 'Ready Player One' written on his forehead, and when When 'Blue Star Game Manufacturer' passed by, 'Ready Player One' took the initiative to reach out and grab 'Blue Star Game Manufacturer' and said: "Hey bro, listen to me, I will teach you how to make a good game."
All kinds of sarcasm are expressed in words.
During this period, as long as you scold Ready Player One, we are good brothers who transcend racial discrimination.
And Josiah was also aware of this hot spot.
Josiah is a game anchor signed by Twitch.
But what he is famous for is not his gaming prowess.
But it's his merciless mouth.
No matter what game comes into his hands, he will come up with tricks to find fault with you. All kinds of critical comments are euphemistically called judgments by him.
Of course, Josiah is not an idiot.
Even if there are problems with some big-name games, he doesn't dare to say anything.
Usually, some medium-sized game manufacturers are selected to start the game, and those problems are all summarized by players on the market.
But I can't help but some players just love to hear this.
And Josiah can also accurately extract the pain points of players, and seize these pain points to help players crazily humiliate game manufacturers. He is an Internet substitute.
Therefore, Josiah's usual live broadcast popularity is pretty good.
This time, Josiah discovered that everyone was obviously very interested in Ready Player One, a game manufacturer from East Asia and China.
Videos on TikTok that parody the number one player usually receive tens of thousands of likes.
Josiah's eyes suddenly lit up, as he had not had much to live for recently.
Brothers, isn’t this the time to live?
He commissioned hackers on the Internet to find a way to publicize the top player, but obtained the three games that were not officially on the shelves.
And started the live broadcast.
The title is called.
"Let's take a look at the new work of Blue Star's 'best' game manufacturer, Number One Player! XD》
When it first aired, many players clicked in as soon as they saw the title, waiting to watch the excitement.
Josiah also clapped his hands vigorously, raised his arms into fists and yelled.
"Come on! Brothers, I can't wait to experience the new work of Ready Player One, the company that claims to teach us all Blue Star Games how to make games!"
"If there are elderly players in the live broadcast room, my suggestion is that you please leave the live broadcast room immediately. I'm afraid that the works shown next are too good and will shock your jaws and even your dentures. I can't No money to pay compensation.”
After he finished speaking, Josiah also played a piece of canned laughter prepared by himself to heighten the atmosphere.
And soon, countless viewers burst out laughing with "lol".
Josiah also shouted sternly.
"Okay, without further ado, let's start the trial!"
"Let's go!"
(End of this chapter)
Kate sincerely looks down on the Chinese game market and players.
In his eyes, this market, which started off relying on piracy around the millennium and is now dominated by krypton gold-based games, shouldn’t be ignored.
The game companies that grew up in this kind of soil have not even been listed on the market. They are small businesses and, to be honest, there is nothing worthy of attention.
But this time, since it was an order from above and it was required to win all the awards, let this design conference focus on Vivant Di.
Kate is not stupid enough to compete with her eyes closed without doing any homework at all.
After searching the schedule, Kate found that this event had three themes.
Meat pigeon, side-scrolling, platform jumping
And there are five awards.
Best creativity, best design, best plot, best visuals, best game.
Kate suddenly had an idea.
"In this case, can't I just make a game and win all three themes and five awards?"
"Give those local gamers from China a little shock of where the game originated!"
After making up her mind, Kate started searching for relevant information online.
The two gameplay methods of traversing and platform jumping are not unusual, and Kate also has corresponding ideas in her mind.
As for meat pigeons, the game market has been quite hot in recent years.
Kate had also heard the general gameplay of the genre.
It's nothing more than randomly shuffling a series of props and skills. Players will get an unknown prop every time they reach a node, and then arrange and combine these props to deal higher damage.
"This type, to put it bluntly, is a game of luck. What attracts players is that the things presented in each game are different, which always brings freshness to the players." After roughly searching for several meat pigeon works on the Internet, After reading the reviews, Kate came to her own opinion.
"If this thing is integrated into traversing and platforming... I'll think about it."
While writing and drawing on paper, Kate thought hard.
And soon, he seemed to have grasped a balance point.
In order to verify whether his idea was qualified, he immediately called the supervisors of Design Department [-] for an impromptu meeting as the game director.
"I want to add meat pigeons to the racing gameplay, and then add traversing and platform jumping. What do you think?" Kate said bluntly.
He started his career in racing games. After showing his talent, he was hired by Vivant with a high salary and served as the director of three games.
It has indeed lived up to expectations. Last year, it launched a racing game and won the title of Best Employee of the Year from Weiwangdi Company.
Therefore, even when making these three themed games that have nothing to do with racing, Kate will still think of her own racing game for the first time.
The employees also expressed their doubts one after another.
"Is there any good way to combine racing cars and meat pigeons?"
"We can set up a road and let the player control the car to drive forward, and randomly pick up modified parts, supplies, and even equip the vehicle with firearms on the road," Kate said.
"That sounds like a good idea?"
"But what does this have to do with side-scrolling?" Some employees also expressed their opinions.
Normally, there are only three perspectives in racing games, rear-end perspective, overhead perspective and cockpit perspective.
But none of these three perspectives have anything to do with horizontal version.
The so-called horizontal 2D or horizontal 3D is a theater performance method with a 'cross-sectional perspective'.
The advantage of this kind of game design is that after abandoning the depth space, players can feel the background, terrain, and interaction more intuitively.
The player's 'visual range' is larger than traditional 3D games.
Place a treasure box in the upper right corner of the screen, and the character controlled by the player appears in the lower left corner. There may be many twists and turns in the terrain, and the player can still understand at a glance what kind of terrain they have to pass to reach the upper right corner. Treasure chest room.
But if the same situation is placed in a 3D game, the player's line of sight will be blocked by various things.
At this time, the solution chosen by many designers is to use prompts to guide players step by step to the treasure chest hiding spot.
Then from the beginning of the player's actions to the time when he reaches the treasure chest, since the treasure chest is never visible, the desire to explore will gradually weaken.
Therefore, designers need to design more fresh tricks in the process to continuously motivate players to move forward.
This process is put back into the horizontal version of the game, then you only need to place a treasure box within the player's line of sight, and the player himself will act like a mule with a carrot tied to it.
This method applies not only to treasure chests, but also to powerful enemies, enhanced skills, and even just a door that looks different.
It can be said that compared to 2D, horizontal version 3D will give players more desire to move forward because they can always know their next move.
However, not all game types are suitable for horizontal version design.
For example, the type of racing game Kate is currently discussing.
If a game wants to be recognized by players, first of all, its core gameplay must be logical—that is, its motivations must conform to the logic of three views.
What is the initial logic that racing brings to players?
runs fast.
It is a manifestation of speed.
So it is obviously illogical to want it to run in a winding 2D terrain like other traditional traverses.
Players will feel that they are hitting a wall at every turn even if they take a glance at it.
And hitting a wall is precisely about speed.
Kate's solution to this problem is.
"We simply abandoned the traditional 2D crossing plane design and directly set the track on an endless road track."
"Players only need to drive forward from left to right, because in terms of movement direction, the tradition of horizontal version games is maintained."
"Does Director Kate mean to make the perspective of the car a cross-sectional perspective?" an employee asked while thinking about the scene proposed by Kate.
"Yeah." After entering work mode, Kate put away her contemptuous expression for this game design competition, nodded and said seriously: "In this process, players can continue to pick up various props that appear on the road. Strengthen yourself further.”
"Sounds okay." The employees wrote down Kate's thoughts while discussing it.
"Then there's one last question left, platform jumping."
"How does a racing car perform platform jumps?"
"It's kind of hard to picture that."
"You can't put a spring on the tire."
"I don't think springs are actually the problem. It's not uncommon these days to see games where racing cars can fly, and players' acceptance is not low. So things like springs can be completely eliminated through the 'modification' setting." Kate turned her pen and looked up at her employees: "The problem is, how to solve the road that has been opened?"
Looking at the slightly confused faces of the employees, Kate further expressed her doubts.
In traditional traversal, unless it is a scroll map (that is, a terrain design that is slowly rolled up like a scroll, the road that has been traveled cannot be turned back)
Otherwise, players can go back.
Nowadays, more and more designers like to hide some things on the way back, so that players can get them when they turn around twice or even three times to explore, so as to reuse a picture and reduce the workload.
But still the problem.
If platform jumping is added to the car.
Even if players don't care, your car can be equipped with springs and even fly.
But there is no way to turn back on the road you have already driven.
After all, it's still the same problem.
Even if your game has a setting where the car can turn around.
But in common sense among players, turning around = slowing down.
Slowing down will make you feel uncomfortable.
Then, if the 'Allow U-turn' setting is cancelled.
It's equivalent to the scroll map in traditional rampage.
Players can only choose one path to move forward.
But this will cause another fatal problem.
Almost all players hate the 'forced omission' setting.
For example, there are three forks in the road, A, B, and C.
If the player chooses A and gets a purple car modification.
Then they will start to think, 'If they chose B just now, would they get the golden modification? '
The traditional horizontal version can give players a chance to go back and watch.
But because there is no way to implement a 'allowing U-turn' mechanism into the car, if you miss this car trip, you will miss it.
And because of the 'random' gameplay of the meat pigeon type, this mistake will be infinitely magnified.
As a result, the player has missed the game, and he will never know what is in B and C for the rest of his life.
This is not a failure in player choice, but improper handling of game design, which will cause resentment among players.
I play games to have fun.
Not only did it not bring me happiness, it also always filled my mind with thoughts such as 'I feel like I missed a hundred million' and 'Would it have been better to have just chosen another path?'
Then, it is inevitable for players to abandon the game.
This problem is more difficult than the previous two.
The employees in the conference room also had a heated discussion about this.
until two hours later.
Everyone finally settled on a fairly acceptable plan - the platform shuttle mechanism.
That is, more than one road appears in front of the player's screen.
Rather, there are three or even four paths.
These roads are not connected to each other.
There are green belts, people flow, urban buildings and a series of other things that fit the level scene in between.
Players need to collect modifications and then meet the shuttle conditions, and then they can switch between these separated roads at will.
In this way, when it comes time to select key modifications, the modifications on several roads can be clearly seen at a glance.
Players will have no regrets.
After all, I showed you before you made your choice. You chose the one you want most among several key props. Even if you feel afterwards that the modification is not strong enough, you can't blame us game manufacturers. Right.
It can also motivate players to start the next game.
Finally, after several hours of game planning meeting.
The three design supervisors of Weiwangdi brainstormed and finalized the gameplay of this racing game that combines meat pigeons + traversal + platform jumping, and named it - "Escape Highway"
And within the next two weeks, hundreds of people from the entire department began to work overtime to rush the production.
Among them, the scene mapping part takes the most energy.
I used scene pictures from some of my previous racing games, made a series of P-picture modifications, and then inserted them into the new game for continued use.
Anyway, this game is not aimed at sales. It sounds like it is meant to stand out at a game design conference in China, so as to increase the popularity of Weiwang Di in East Asia?
No matter how specific it is, employees have no right to ask in detail.
Anyway, the boss just pays wages and bonuses.
Two weeks later.
A new concept racing game that stitches together its previous racing scenes - "Escape Highway" has finally been produced.
Although time was limited, Design [-] only made the first two levels of the game experience, and the entire experience process was less than half an hour.
However, after the employees tried it one by one, they all felt it.
Taking it to participate in a small competition in East Asia and winning all the awards is definitely more than enough.
Just after Kate sent the game compressed package to the designated submission email address of the number one player.
The employees in the office also began to discuss it heatedly.
"If we throw this work into the competition, we must not scare the piss out of those hillbilly designers from East Asia."
"Haha! Give Chinese players a little bit of a little Omi game shock!"
"With the reputation of our major manufacturer, participating in an event of that scale really gives them face. They should feel honored."
"Director Kate's game design inspiration is too strong. I never imagined that racing can be integrated with those three game types. From a creative perspective, it will absolutely kill everything."
"I believe no one will reject a racing game that allows players to customize their own modifications. It is also a unique game in terms of meat pigeon gameplay!"
"Now I really want to see what kind of surprised expression the chief designer of their number one player will show after trying out our super-excellent work. Tsk, tsk, but it's a pity that I can't see it."
"You must be shocked, and you can't wait to shorten the schedule, so you can give us the award quickly, right?"
"Hahahaha!"
----
"No, what the hell is this..." Ke Jin frowned tightly, with a confused expression on his face, staring at the "Escape Highway" on the computer screen in disbelief.
He couldn't believe that this was a game that a major company could produce.
Although Wei Wangdi was not a good company in his previous life, it has become his rival company in this life.
But when it comes to the game itself, Ke Jin always has something to say.
If your small factory makes good games, then no matter how small your factory is, you will still be the most handsome boy.
If the big manufacturers make rubbish, then they have to yell at you for making such stupid things.
When "Escape Highway" was sent to his mailbox, Ke Jin was a little happy at the beginning.
Regardless of whether this is a work sent by a rival company, as long as it works, I will give it a fierce reward.
Ke Jin even wished that this game could win all the awards directly, so he could just send them all out in one go, then start the killing mode with the ultimate gift package.
The result was after more than half an hour of trial play.
Ke Jin had an indescribable mood.
I can’t tell whether I ate shit that tasted like chocolate or chocolate that tasted like shit.
In short, it highlights an indescribable aspect.
The game "Highway"... is more like a suture monster floating on the surface.
Good news, it's all sewn up.
Bad news, I don't understand.
There is an element of meat pigeon in it, and it has not made the low-level mistake of previous small game designers who made meat pigeon a purely random game.
On the contrary, Ke Jin also admired some of the meat pigeon designs in "Escape Highway".
For example, when a player picks up the modification "Rally Tire", the related modifications obtained later will most likely appear randomly around the keyword "Rally", thus forming a relatively powerful "Rally Flow"
In addition, there are also 'Burst Charge Flow', 'Rampage Flow', and 'Fire Power Transformation Flow'
There are five or six genres, although it is not too many, but after all, the time given by the competition is not enough. If it is slowly optimized and improved in the future, it may become an excellent game.
But there must be a deeper reason why Kejin judged it as a "surface-level" suture monster.
Because "Escape Highway" also adds an additional random attribute after the player obtains the modification.
For example, a modification like 'Nitrogen Dash'.
If you follow the normal idea of making meat pigeons, after obtaining it, you can get the sprint effect.
And around this sprint as the skeleton, add more auxiliary modifications to it, so that it can sprint farther, sprint faster, or some.
But how does this awesome game designer do it?
He damn... made the sprint random.
This way it becomes.
After the player obtains the 'Nitrogen Sprint' modification and turns it on, the sprint distance is random...
Assuming that sprinting 100 meters is the peak value, then players may experience "this wave sprinted 20 meters" or "this wave sprinted 30 meters" in several consecutive uses.
It always gives people a feeling of not having enough fun.
After I get the growth items, whether I can become stronger or not depends on my luck, right?
After going through many difficulties and dangers, the player finally obtained an artifact that could kill everything instantly, and embarked on the road to challenge the ultimate BOSS. Afterwards, he was told that there was a 50% chance of missing.
This is intriguing.
It can be said that this is a fatal problem.
Then, break into this area.
Perhaps they think that the theme of racing is not suitable for setting BOSS challenges like traditional 2D games.Therefore, the power of rampage is added to a set of racing gameplay that is very popular in racing games.
That is, at the beginning of each game, other cars on several tracks will instantly overtake the player's car.
Players need to continuously pick up modified parts, then slowly increase the speed, and then surpass them one by one.
In this way, a design idea of traversing from left to right is achieved.
This idea may be a good starting point.
But there is always a strange smell when placed on a racing car.
Today's racing games are basically immersive experiences, and the closer to reality, the better.
Players can experience a hearty racing journey without leaving home. Seeing the scenery on both sides that are constantly retreating rapidly, as well as the opponents who are far behind them, the adrenaline is also constantly soaring in the process.
Extremely realistic scenes or restored landmark buildings can also allow players to have a relaxing travel simulation.
It can be found that whether it is racing or scenery simulation, experience is the main theme of current racing games.
And when this feature is placed on a 2D cross-section, the experience will naturally be somewhat different.
It is difficult for 2D games to achieve a 3D immersive experience.
If "Breath of the Wild" was made into a 2D horizontal version, even if the painting style was exactly the same, no players would praise its immersion.
It is precisely for this reason that adding racing gameplay to a side-scrolling racing game is always a bit nondescript.
As for platform jumping, it is a key factor that Ke Jin feels the game is not doing well.
Switch tracks by taking off the car and continue driving normally.
From a certain perspective, this is indeed an alternative platform jump, and Ke Jin will not deliberately find fault in this regard.
On the contrary, he also encouraged game designers to create more bizarre and whimsical platform jumping styles.
But if this platform jump is placed in a racing game, a serious problem will arise.
Let’s take Jin’s own half-hour experience as an example.
He found that he often missed modifications or supplies on a certain track if he was not paying attention.
And as the speed of the car gets faster and faster, the players will lose more and more.
This is not like Mario Kart. The props have a certain use, but if you can't get them, everything won't be lost.
This is a meat pigeon game.
A certain prop 'Hula' flashes past in an instant, but the player behind you can't get it...
If this is the core modification of the entire genre, this would be missed.
Yeah, the whole game was wasted.
At this point, let's wait for Kejin to make a comprehensive analysis before looking at this game.
It's inevitable that you'll feel like 'chocolate shit'.
All three themes are clearly in line.
But at every point there are anti-human designs that are hard for players to swallow.
The picture quality and music are indeed top-notch among the batch of game submissions I have on hand.
But if a game only has picture quality and music, then why don’t I go to art exhibitions and collect albums?
After some thought, Kejin did not reject the game immediately.
Although this game has many flaws, it is not impossible to improve.
After all, the game designers on Blue Star are still in the exploratory stage due to the crooked game technology tree. Many design ideas that require time to develop are still in the exploratory stage, and Ke Jin can understand that.
Therefore, as long as it can be optimized in the future, it might really stand out and win all the awards.
Kejin also combined the characteristics of many similar games on Earth in the previous life and gave a general direction for optimization.
Practically every entry, as long as it's not too pulpy or intentionally weird.
Kejin City will carefully test the game and give certain guidance based on the design experience of outstanding seniors on earth in previous lives to show respect for the works of participating designers.
After thinking about it, Ke Jin roughly explained the optimization direction on the electronic receipt.
1. The design of the meat pigeon gameplay is pretty good, but the 'random value' aspect should be optimized as much as possible. Otherwise, even after players have collected a complete set of modifications, they will randomly get the lowest value due to bad luck. Losing the game due to the numerical value is a problem in game design.
2. Since you have chosen the 2D horizontal version mode, you need to break away from the 'immersion' emphasized in traditional racing. Instead of emphasizing racing, you must emphasize completing levels.
You can set up some relatively powerful racing cars along the road, and get certain parts by knocking them over to achieve the idea of "killing monsters and upgrading" instead of the boring "surpassing them"
And BOSS can also be designed for racing cars.
Ke Jin generously shared the idea of a horizontal version of a racing boss that appeared in the early arcade game "Dino Combat".
He also said that he could try converting 'speed' into 'damage'.
When fighting the BOSS, a huge armored vehicle will keep pace with the player or overtake the player. The faster the player's vehicle speed at this time, the higher the damage caused when it collides with it.
The speed of the car can be cleverly bound to various genres in the game to create more gameplay options.
3. Reduce the number of important props appearing on the track.
The race schedule can be divided into multiple stages, and monetary props such as gold coins can be set on the track instead of important random props.
For important props, after running a small node, the player will be allowed to stop at the 'gas station' and 'P room' (maintenance area), and then receive rewards such as meat pigeons, or use currency to purchase important props.
Kejin also recommended to them that they could try "Slay the Spire"
After several core points were raised, Ke Jin sent the receipt back.
He also said that this time the submission did not pass, and you can submit another one after optimization. There is still a week left before the finals, so there is a chance.
But what.
When this letter was sent to Weiwang Di.
The entire game design in the three parts is a blast!
A company that has not even been listed in China, and whose annual financial report does not even reach tens of billions.
Are you shutting out the game that our Weiwang Di team designed with the efforts of the entire department? ?
What is your number one player?
Why are you?
How dare you?
Especially when Kate got the receipt and saw the chief designer of Ready Player One pretending to give her advice, she was immediately blown away!
He felt humiliated like never before!
Brother, I am the best employee of the year at a major game company, Omi, and I am also the game director of the entire department of the company.
Last year, he led a team to create a game that sold nearly 30 billion yuan.
You teach me how to play games?
If your game is so good, your turnover must be very high, right?
Ow.
It turns out that your escort work only sold one billion yuan a month?
And it’s still the turnover of four games combined?
interesting.
Kate felt like she had never been so humiliated in her life.
He was already very reluctant to be crowded into the same track with a group of small designers. If it weren't for the orders from his superiors, he wouldn't be interested in competing at all.
As a result, I was rejected even though I entered the competition. What was even more outrageous was that the chief designer of a company that was much smaller than my own was criticizing the game I had designed with all the efforts of my department.
No matter which one, his blood pressure almost exploded!
Therefore, when giving feedback to her superiors, Kate angrily stated that the number one player was deliberately targeting Wei Wangdi.
What will happen to such a high-quality work that combines the strengths of hundreds of schools of thought?
This game is not fair at all!Ready Player One simply can’t afford it!They have no intention of giving out bonuses at all!
Furthermore, Kate stated that she would no longer participate in this game design conference.
Kate originally thought that if her superiors made things difficult for her again, it would be the worst possible outcome for her to quit her job.
Based on my experience in Weiwangdi, if I switch to a smaller factory, even if I don't earn that much, I can at least make a living.
But to Kate's surprise.
His superiors did not criticize him for withdrawing from the competition, but instead asked him to relax and gave him a month's vacation.
Soon, Kate smiled happily after learning about the follow-up actions of the company's superiors during her vacation.
Weiwangdi used public relations methods to make Ready Player One, a gaming company from China, a hot search topic in the gaming section of Twitter.
And the core point of the output is 'the number one player cannot afford to lose'
After just a few days of fermentation, the entire Twitter now even includes the game area of TikTok on the external network.
Many foreign players are familiar with this small and popular game company from China.
At the same time, Weiwangdi also put its own "Escape Highway" on its own DFgame platform for free for players to play.
This time, the players in the entire Omi circle exploded!
In particular, some Omi players who have never been exposed to meat pigeon games are amazed at the fresh vitality that the 'random category' has injected into this game.
"Oh, buy it! I can't believe it! This game can't even enter the qualifiers in China?"
"Are you kidding me? Is this company called Ready Player One here just to make me happy?"
"I'm very curious, can Ready Player One spend a year to make a game comparable to "Highway"? "Highway" is simply the most fun game I have ever seen!"
"They have no intention of giving bonuses to foreign designers at all! They have already secretly selected their own design contestants! Fuck!"
In addition to a group of angry players who don't know the truth, there are also a small number of foreign players who have climbed over the wall to China and played Ready Player One games and left messages in various game sections.
"Hi bro, don't be like this. Ready Player One has also had works before. I like their company's "Super Mario: Odyssey" very much. The design is really great."
"Although this matter is a bit unreasonable, haven't you heard of "PlayerUnknown's Battlegrounds"? It was the first FPS to create the battle royale type. Now many manufacturers are following the trend to produce games of this type, but they are not open to the public. Promote that they learned from PlayerUnknown's Battlegrounds and did not allow Ready Player One's works to flow into the Omi region, so you think this company is rubbish and you have never heard of it before."
"Believe me, Ready Player One is not as bad as everyone says. You can go and experience their games."
However, under the premise of the monopoly of the entire Omi game manufacturer.
Those who have played Ready Player One are in the minority.
Therefore, such explanations are undoubtedly empty and powerless.
What's more, this incident was handled by Weiwangdi's public relations department.
Labels such as "Oriental Xiaochang" and "Can't afford to lose" for the number one player have become deeply rooted in the hearts of the people.
When it comes to the rhythm of public opinion, netizens all over the world are obviously sharing the same brain.
Rather than circumventing the firewall and getting a Chinese overseas bank card to purchase games, you can evaluate them after experiencing their popular works in depth.
It's much easier to question directly.
Just don’t have a mouth!
"Bro, you also said it was in the past. I don't know if Ready Player One was good at making games in the past, but let's put aside the past and just talk about the present. Factories as big as Blizzard and Electronic Arts occasionally produce garbage now. What about the work? I just want to know, if they hold this kind of game design conference and they don’t even give out "Highway", then whose work can pass?"
"A game designers conference for the world? I think it's for themselves!"
"And not to mention too much, can you, the number one player, make a more novel work on this theme?"
"That's right! If you have the ability, number one player, you can make a new work and put it up for us Omi players to judge and open our eyes. Let us see what level of game company it is. It dares to say no to a game designed by Wei Wangdi. !”
"Hahahahaha! This method is very good, but they can't do it because they know it can't be done."
Almost within a few days.
Ready Player One made his debut in Omi in a way he never imagined.
It's as if someone is secretly exerting force to amplify the negative public opinion.
So much so that some people have made some estimates and believe that the games that Ready Player One may make in the next five years will be difficult to be recognized by Omi players.
According to normal logic, it is best for Ready Player One to remain silent during this period and just let China play its own game.
After three to five years, it will settle down and come back with a good work.
Maybe it can change Omi players' views on this game manufacturer that has been stereotyped.
After all, we are currently at the forefront of public opinion.
It means that no matter what you do, it is wrong.
If I really want to find faults, I can pick out the bones inside the eggs.
But what surprised everyone was.
Ready Player One…
It's actually when the rhythm is at its maximum.
An announcement was made directly into the wind!
In order to allow all participating designers to better understand the theme of the competition, three themed games are hereby announced.
Corresponding to the theme of platform jumping - "Time and Space Fantasy"
Horizontal version of the theme - "Dead Cells"
Meat Pigeon Theme——"The Binding of Isaac"
I hope all contestants will continue to work hard and achieve great results!
If this news had been reported in China, no one would have said anything.
After all, it is obvious to all that Ready Player One has come a long way over the past three years.
Zhanwang News, beat Tengjing, chopped Yinhui, chopped Nexnn with force, and tore SE with hands.
Undefeated!
You can say that Ready Player One is not currently the most profitable game company in China, nor may it be the most influential.
But you can’t deny that this company is indeed qualified to teach other manufacturers how to make games.
Because along the way, Kejin, the designer, has created so many things.
But as soon as the news reached Omi, it became a new round of laughing stock.
It was even ridiculed and ridiculed by bloggers on major external websites.
Some of the memes show the joker wearing a suit, with four big words written inside the collar - Ready Player One.
Some emoticons depict a well-dressed and elegant successful man with 'Blue Star Major Game Manufacturers' written on his forehead, while another ragged scavenger has 'Ready Player One' written on his forehead, and when When 'Blue Star Game Manufacturer' passed by, 'Ready Player One' took the initiative to reach out and grab 'Blue Star Game Manufacturer' and said: "Hey bro, listen to me, I will teach you how to make a good game."
All kinds of sarcasm are expressed in words.
During this period, as long as you scold Ready Player One, we are good brothers who transcend racial discrimination.
And Josiah was also aware of this hot spot.
Josiah is a game anchor signed by Twitch.
But what he is famous for is not his gaming prowess.
But it's his merciless mouth.
No matter what game comes into his hands, he will come up with tricks to find fault with you. All kinds of critical comments are euphemistically called judgments by him.
Of course, Josiah is not an idiot.
Even if there are problems with some big-name games, he doesn't dare to say anything.
Usually, some medium-sized game manufacturers are selected to start the game, and those problems are all summarized by players on the market.
But I can't help but some players just love to hear this.
And Josiah can also accurately extract the pain points of players, and seize these pain points to help players crazily humiliate game manufacturers. He is an Internet substitute.
Therefore, Josiah's usual live broadcast popularity is pretty good.
This time, Josiah discovered that everyone was obviously very interested in Ready Player One, a game manufacturer from East Asia and China.
Videos on TikTok that parody the number one player usually receive tens of thousands of likes.
Josiah's eyes suddenly lit up, as he had not had much to live for recently.
Brothers, isn’t this the time to live?
He commissioned hackers on the Internet to find a way to publicize the top player, but obtained the three games that were not officially on the shelves.
And started the live broadcast.
The title is called.
"Let's take a look at the new work of Blue Star's 'best' game manufacturer, Number One Player! XD》
When it first aired, many players clicked in as soon as they saw the title, waiting to watch the excitement.
Josiah also clapped his hands vigorously, raised his arms into fists and yelled.
"Come on! Brothers, I can't wait to experience the new work of Ready Player One, the company that claims to teach us all Blue Star Games how to make games!"
"If there are elderly players in the live broadcast room, my suggestion is that you please leave the live broadcast room immediately. I'm afraid that the works shown next are too good and will shock your jaws and even your dentures. I can't No money to pay compensation.”
After he finished speaking, Josiah also played a piece of canned laughter prepared by himself to heighten the atmosphere.
And soon, countless viewers burst out laughing with "lol".
Josiah also shouted sternly.
"Okay, without further ado, let's start the trial!"
"Let's go!"
(End of this chapter)
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Conan: Beika Town in the White Eyes
Chapter 123 1 days ago -
Cang Yuantu: I turn into ice and take charge of killing
Chapter 110 1 days ago -
Iron Man on the pitch
Chapter 303 1 days ago -
I can only say this game is very simple
Chapter 402 2 days ago -
The End of the World: I built the Supreme Shelter one year in advance
Chapter 197 2 days ago -
Miss Witch, it's time to clean up the entries
Chapter 218 2 days ago -
Fusion is the noblest form of summoning!
Chapter 403 2 days ago -
My family is super strong
Chapter 590 2 days ago