Two hundred and ninetieth chapters shameful happy time
After solving the two main problems, the next ones are the small and small problems.
For example, "Why must there be an NPC around you, so that players can explore it alone?"
This...of course it won't work!
After all, not everyone is a high-quality game. Most players are just ordinary people. The script is already very difficult. If they are allowed to make a move by themselves, if someone beats a hundred times, it would be embarrassing to do something like this?
Moreover, humans have always been social animals, and instinctively decided that the more people around them, the more courage they will be. Not everyone is nervous, brave and fearless, and surfing in a strange and dangerous environment. Only with an NPC guiding and assisting next to them will they have enough courage to take risks.
The most important thing is the theme of the game. The name of the game is "Shy Adventure". If there is no NPC, would players be embarrassed with the monsters?
What is shame? Shame does not mean piston movement directly. Shame is a feeling that is lighter than simple desire. It seems to love but not love, it is pure and heart-to-heart, and it is very mysterious.
When players fight together with NPCs, whether it is cold or hot weapons, there will inevitably be certain physical touches and certain feelings of other people's bodies.
Maybe I have no time to take care of these things during the fierce battle, but when I think back, I can really remember what I felt at that time.
Young people today are no longer as before. Due to the improvement of living standards, bachelors or leftover women are prevalent. Many people are accustomed to living alone. After all, when they can work and support themselves, a person's life is often of higher quality, more unrestrained, and happier and more comfortable.
Of course, there are benefits of living alone, but long nights will inevitably lead to some loneliness.
Just like a male programmer taking a bus or subway home, if a woman with a pretty good looks sit next to her at this time, the woman looks very tired and accidentally falls asleep and leans on the programmer.
There will be certain physical contact between the two, and there will be very little contact with women. The programmer who has been alone may sit by the station because of the soft touch next to him, or even sit until the terminal, just to extend the comfortable feeling a little.
Perhaps there will be any intersection between them in the future. When a woman wakes up, she will blush and apologize and disappear into the vast crowd. However, this shy memory is extremely precious to this single programmer who has been single for a long time.
Although this kind of thing seems sad, it is normal for a simple virgin.
The same is true for leftover women. After all, women are different from men. They are often more conservative in ideological and moral education, dare to love and hate, and say casually that what they think is the minority. Most people are still used to hiding their yearning for love in their hearts.
At this time, if there is a tall and handsome man who can hug them from time to time, hold hands, even if there is no follow-up, they will feel very satisfied.
A small ambiguity, a small touch, a small heartbeat... This is the feeling of shame.
So things like NPC are certainly indispensable. They are the biggest selling point of this game.
Next, it is the question of "the script ends too quickly, too dull, and too little reward after passing the script."
This question was something that Li Ang did not expect. If you think about it carefully, it would make sense.
Of course, every game script has the conditions for clearance, such as escaping from a cave, regaining control of the control room before the sky city crashes, such as insisting on defending the city and waiting for reinforcements, such as finding a certain key item...
Once these conditions are met, the script is over, and the final message for the player is "congratulations, or escape from a certain place", and then there is nothing left.
This seems to be a little dull.
Although each game script is randomly generated, it is essentially the beginning of a big story. Players will slowly understand the background setting of the entire game as the game progresses, whether it is future science fiction, ancient battlefield, wilderness survival, or modern supernatural...
Moreover, this background is very grand. Even if the player passes the script, the entire background setting is only the tip of the iceberg.
Simply put, every script game is the beginning of a big adventure, and players can clearly feel that there are more things to do later, and a bigger adventure is waiting for them.
At this time, the script suddenly ended.
Just imagine, players went through a lot of hardships and escaped from danger with NPCs. They were about to develop a pure relationship, but the script was over! There was nothing behind them! So what did they feel?
This...if you think about it carefully, you really can't bear it.
In fact, as Li Ang thought at the beginning, each script game should be an immersive movie. At the end, it was expected of the next movie and left the cinema happily.
But it is obvious that the sense of immersion in virtual reality games is obviously too high, and players cannot get out of the plot in a short time. They are eager to continue the plot until the real, without any regrets.
But this is very difficult to achieve. A script game starts with almost four or five hours, and a player plays two games a day. If you arrange the complete plot according to the grand background settings in the script, you might be able to play for hundreds of hours, which is too long!
However, if the game adds irreversible save function, it is not impossible to do it.
However, it is obvious that the entire grand adventure cannot be done very nervous and exciting all the time, such as time to travel, time to trim, and too much free time. In this game, players can touch NPCs. If there is too much free time, what if the player is crazy and does something dissonant to the NPC?
Moreover, in the big world, players will come into contact with too many NPCs and scenes, and the whole game will become very complex, which is completely different from when they were fixed in scenes at the beginning. Due to the uncontrollable nature of the player's behavior, the game itself will become very huge and complex.
Could it be that it is really a real world for players to explore and take risks? This is obviously impossible!
Therefore, it is temporarily impossible to continue the next game after passing the level. If you want to solve the above problems, you can only think of solutions based on the level reward.
After all, it is easy for players to understand such things as passing the level reward. The next dungeon in traditional games also produces some equipment materials.
Chapter completed!