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Chapter 510 Let all Shabi have nowhere to hide

When players all over the world are preparing for the "Little Adventure World Series", analyzing and bragging, or contributing popularity, as the president of Tian'ang Company, Li Ang is of course also working.

As a game producer who doesn't care much about the company's daily affairs and stays in the office all day and is not famous for his daily work, his only thing left is to play games except peeping at his "wife".

But the game he is making now is not the big-produced multiplayer online role-playing virtual reality game (mmorpg), but a niche, small-producing game.

After all, the relevant testing work for the "Red Star Brand 99 Good Dream Sleeping Cabin" has not been completed yet, and the big-made mmorpg game also needs to be considered. In addition, if the masterpiece is launched too quickly, it will somewhat affect the lifespan and popularity of other games such as "Little Adventure", so Li Ang decided to postpone the opening and instead first create a few niche small production games to meet the different needs of different players.

Nowadays, the segmentation of game types is a big trend. No game can be liked by everyone, such as the once popular "World", "Heroes League", and "Eat Chicken". There are many players who don't like them, and the same is true for virtual reality games. Although "Little Adventure" is very popular, it never touches or pays attention to it. There are also many players who play their own games. For example, some of them are loyalists in "One Man's Isle". They can stay in it for ten hours a day without any disgust.

Therefore, if you want to create a complete virtual reality game ecosystem, a part of niche games that meet the needs of niche players is also indispensable.

What Li Ang is currently making is such a game.

This is a mentally retarded...oh, no, it is a smart war game.

Intelligent war games, as the name suggests, are intellectual war games. They are a type of game that eliminates the gaps in hands-on abilities and physical fitness as much as possible, and rely entirely on their own brain power to compete.

This type of game has a long history since ancient times, such as ancient Go, chess, foreign chess, poker cards, etc., as well as various modern board games, as well as the once popular "Werewolf·Kill" and "Murder·Game" and other mental games that compete with eloquence and analysis ability.

This type of game essentially provides certain established rules, allowing players to compete purely and intelligently within the scope defined by this rule.

The most important thing is this rule. If you want to attract enough players, first of all, it cannot be too complicated. Players must learn it in a short time. Then it needs to be logical and not violate the player's inherent thinking. Finally, it must have a certain degree of intuitiveness and cannot be confused and confused.

For example, ancient chess, "cannon doubles, carriages, horses walk on the sun, and horses walk on the fields, and small soldiers cross the river without looking back..." These are very intuitive, clear and simple rules. Ordinary people should not play it a few times, and they will be able to do it.

Of course, if you want to make a good work, experience, and intelligence, it is easy to learn but difficult to master, and it is also one of the important elements.

Like the popular "Werewolf Kill", the rules are a little more complicated, but if you are taken to play for a few games, you will be able to get it. When the game is also considered, the player's abilities in terms of words, games, instant judgment, expression science, etc. are purely a battle between experience and intelligence. Once you win, the player will gain a deep pleasure of crushing others in terms of IQ.

This is a completely different pleasure when a shot kills a person in "Little Adventure".

Of course, the frustration of being crushed by IQ is of course completely different from being shot to death.

There are many players in the virtual reality world who have poor mobility, are naturally not good at sports, and are not good at fierce confrontations for a short period of time. They will be very uncomfortable with playing games such as "Little Adventure" and killing. They will like slow pace more and give them time to think about countermeasures and slowly solve problems.

That is, the niche virtual reality game "War of Wisdom" currently developed by Li Ang.

Compared with traditional intelligent war games, virtual reality games will be more realistic in game performance, make people feel immersive and immersive, and it will be easier to lay out the atmosphere with words, create opportunities with actions, and defeat opponents with IQ.

For example, when playing the game "Werewolf Kill" in reality, if it is offline, it is nothing more than everyone sitting around the table, each person has a card in his hand, and then speaking in turn. The relevant scenes and character relationships all require players to figure it out themselves, and sometimes it is easy to get out of the show.

In the virtual reality world, it is possible to build a gloomy and terrifying small village, and to change the players into clothes that match the environment at that time, so that they can play the roles of villagers, werewolfs, prophets, judges, guards, witches, etc., and truly bring them into the game, using the props specially provided in the game to conduct a highly realistic "werewolf killing" that does not require any brainstorming.

Of course, due to copyright and the fact that Li Ang doesn't like plagiarism, the game in "Wisdom Wars" is random, original, immersive, and has never been played by players.

Of course, these matches also have certain templates.

For example, the most common "detective and murderer template", there are thirty-six scenes under this template.

For example, in the scene of "Rain Night Manor", players will randomly play the roles of murderers, accomplices, detectives, assistants, manor owners, manor housekeepers, manor servants, policemen, ordinary rain shelter passengers and other characters, and engage in a showdown between "detectives and murderers".

The detective is responsible for finding the murderer, the murderer is responsible for killing the target, the victim is responsible for providing evidence, the police are responsible for arresting the murderer with conclusive evidence, the accomplice is responsible for covering up the evidence of the crime, etc. Each player has a clear identity and winning conditions of each player, and you can win if you meet the winning conditions.

For example, the character "accomplice" has the winning condition to ensure that the "murderer" is not caught by the police before killing all the targets, and whether the "accomplice" himself is killed or caught does not matter.

Of course, violence cannot be used in such intellectual games, so the system will provide special props to players, such as "colorless and tasteless, poison that can be added to any food", such as "a dagger that can kill silently with one blow, but cannot be taken away", such as "a bow that can imitate other people's voices".

Moreover, there will be various system settings during the game, such as "detectives and assistants are not allowed to go out at night", "detective reasoning activities can only be carried out during the day", "only police can arrest criminals" and so on.

In addition to the "detective and murderer template", there are also "hunter and prey templates", "chess player and chess piece templates", "thieves and security templates", "spy and officer templates", "maze level break templates", "team battle templates", etc. Players can form teams or single players to play games, randomly match different games under these templates to engage in IQ battles.
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