Chapter 257 There is a desire called the desire to fight
The third virtual reality game is naturally a stand-alone game.
The purpose of launching a new game is nothing more than two. One is to increase the playability of the virtual reality world through new games and increase the sales of helmets. The other is to continue to collect and test data of various elements in virtual reality games to prepare for future games.
The testing and optimization of NPC elements include the NPC summoning functions of "One Man's Isle (Friday Edition)" and "Taotie Pavilion", which is basically enough. Next, it will be the second element "monster".
What is "monster"? In fact, in a broad sense, "monster" is also included in the concept of NPC. NPC is the English abbreviation of "non-player controlled characters", and "monster" is not controlled by players in most cases.
But in a narrow sense, in the concept of most players, "monsters" and "NPCs" are different. NPCs tend to provide various functions that belong to their own people, while monsters are completely enemies, used to fight and kill.
There are many types of monsters, including human-shaped, non-human-shaped, some of them in groups, some of them alone, some of them large, some of them small, some of them actively attack, some of them passively attack; some of them need to be triggered, some of them fight directly; some of them must fight, and some of them can avoid fighting through communication... all kinds of things are different.
But almost all monsters in the game are for one purpose, and the other side says to satisfy the players' "desire for combat".
"Desire for combat" is like "appetite", and is also one of the strongest desires deeply imprinted in the deepest part of human genes!
But "desire for fighting" is different from "appetite". It is composed of a series of processes, which are more complex and more difficult to satisfy.
Since humans have wisdom, they have established primitive society. Due to the low productivity at that time, collecting, planting and domesticating cannot meet the needs of human beings. The most important way to obtain food is to hunt, to fight against other creatures in forests, mountains, rivers and rivers!
The forest environment was harsh at that time, and various poisonous snakes and beasts emerged one after another. Hunting was not an easy task. It required extremely high combat skills and experience accumulation.
Those who are not good at fighting and are not brave enough to fight are often eliminated with hunting time and time again, die in the forest where no one knows, and those who are eventually staying are often those who are good at fighting and protect themselves.
As generations evolve and develop, the instinct of "fighting" has been firmly imprinted in people's genes. Even in modern society, if something happens, no matter how honest or law-abiding people, they will not even be able to fight with fists.
The same is true for the "desire for fighting", but because of the current various rules, morals and laws, it seems more hidden.
But it still exists! It still fills the entire society!
"The desire to fight" is a process of gaining something through combat and hard work.
It is reflected in the game, which is the three processes of "finding monsters", "defeating monsters", and "get rewards".
Of course, this process may not be smooth. It may also include two other processes: "failed to defeat the monster" and "need to enhance strength".
Embodied in society, there are all kinds of competition and struggles. "Hard work" is a kind of battle, "hard work" is a kind of battle, "conspiracy to make fraud" is a kind of battle, "jointly and conspiracy" is a kind of battle, and even "study hard" and "defeat mistresses" are all a kind of battle!
As long as you make efforts and accept competition in order to gain something, it is actually a kind of battle!
Of course, most people like to get something for nothing, like to skip the two processes of "finding monsters" and "beating monsters" and directly go through the process of "get rewards".
However, getting without work cannot satisfy the "desire for combat". Get without work will naturally be happy, but the feeling of pleasure is short and empty, which is far less lasting and down-to-earth than getting rewards after hard work.
As the saying goes, things that are easily obtained are often not cherished enough, while things that cannot be obtained by a hundred times often appear extremely precious.
This process of getting "rewards" through "fighting" is more in line with the values of most people nowadays. Just like people will admire the rich generation who started from scratch and built a big business, they will never admire the rich second generation and the third generation who may be richer but have little ability.
The same is true in the game. Just like some stand-alone games, players open a modifier at the beginning of the game, adjusting the money skills and equipment to the highest and best. When you play again, players will soon lose interest in the game.
Why is this happening? Because they lose the pleasure of challenge and the possibility of satisfying the "desire to fight".
Any monster is just one knife. Compared with the ones on the body, it is garbage. So how much does it mean to chop and chop everywhere?
Just like those domestic online games that sell numerical values, just imagine, will you really admire and worship those rich players who spent more than 100,000 or more to reach the top of the server?
No! You won’t! You will only envy, only jealous! Envy their financial resources, and their heroic spirit of spending a lot of money.
This is one of the reasons why players nowadays pursue fairness and like competitive games so much!
Because in those domestic online games that sell value, even if you spend some money, you have a good set of equipment, kill ordinary players, and like chopping vegetables, you will be praised by the bosses in the gang, envy by my brother, and feel happy.
But that only satisfies vanity, only satisfies the desire to abuse, and by no means satisfies the "desire to fight".
For example, in "Heroes League", you may envy the handsome hero skins of your teammates, but if you get a five-kill with your own operations, grab a big dragon, kill blood under the tower, steal the tower in adversity, win the victory... The pleasure brought by that time is definitely different!
That is the pleasure of being satisfied with the "desire for combat"! That is far more than the improvement of the settlement gold coin reward and the improvement of the rank score!
That is a higher level, a sense of pride!
This is also the reason why those kings have fans, those professional players have fans, and those retired players have so many viewers in their live broadcast rooms!
Because they were once the winners of the battle, they had the capital to be proud, they had the qualifications to be liked, admired, and even admired!
Just like in primitive society, the warrior who returned to the tribe with huge prey and attracted all the worship!
This is the "desire for combat", this is the essence of "fight", and this is the instinct deeply imprinted in human genes!
Therefore, before testing "monsters", the first thing to test is "fight", which is the degree of acceptance of "fight" by current players.
After all, you can't give the player a stick casually and then arrange for him to knock on the twelve wolfs.
At the beginning, you have to be gentler and let the players try a more gentle "fight" method to regain combat instinct.
Fortunately, such a gentle way has existed in reality for many years, and everyone knows its name.
Chapter completed!