Game Design: It is Very Simple For You To Fill In?

Chapter 90: hunter! Never be alone!

 Chapter 90 Hunter! Never be alone!

 They were just a little confused, but no one questioned Ye Feng's decision.

 The entire studio, from its establishment to the present, is almost entirely his responsibility.

 At the beginning, everyone was confused about some of the game’s settings, because just looking at these things would seem unacceptable.

 How can players accept a setting that even the producers cannot accept?

 But it turns out that they still don’t understand the game well enough, or they don’t understand the players well enough.

 Every setting given by the old thief in the game was eventually made a god.

Everyone was doubtful about the effect of the notebook, but they also followed his orders seriously. Everyone wanted to know, will such an interactive function really save the player?

 Just adding the function of a notebook is not difficult for the producers. After this meeting, they added the notebook function mentioned by Ye Feng to the game in the shortest possible time.

  New players will receive a notebook after entering the game and selecting the main weapon and secondary weapon from the messenger. This item can be used to leave messages online.

 In the backpack of old players, a messenger will come to deliver this item on the day they start the game.

Before entering the game, everyone just felt that a small update was loaded. It was only after entering the game that everyone saw this extra thing.

 You can add an action to a message in the game by pressing a specific button. Then when someone opens your message, a blue shadow of you will appear and perform a cool action.

 Vote on other people's messages to restore their health. If you see the message and you have time, vote. Maybe you can save the hunter who is about to fall in front of the boss.

 ‘Notebook? What's the use of this thing? ’

 ‘I don’t know, but I’ll try. ’

 ‘Brothers, the old hunter left something for the newbie. Let’s see if I did the right thing? ’

There is a video he posted below this reply. At an abyss intersection, there is a message he left on the ground. ‘There is a treasure ahead, jump down. ’

 Then a faint blue shadow appeared and jumped directly under the cliff.

 The number of likes after this message is increasing rapidly.

‘Brothers, this function of the old thief is too malicious. I was originally defeated by the evil reality in the game. Now there are even real and fake messages. I can’t tell the difference! I really can't tell the difference! ! ’

  But in addition to malicious messages, there are also many well-intentioned and positive messages from players in the game.

 Perhaps it’s because the world is full of too much malice, so players want to provide some indirect help to their companions.

There are a lot of uncomfortable things in Bloodborne. As a foreigner entering Yharnam, every decision you make has a good starting point, but the final result may be the worst.

For example, during the exploration process, you rescued a poor person. From her initial disbelief and complaints about you, she later softened her attitude and even gave you some practical props to help you with your request. , she never refuses, but if you ask for too much, you will find that she will die on the way to seek props for you. Her body in white, lying quietly in the night, is particularly eye-catching.

  Another NPC with a hateful face teaches you to help people come here to take refuge. Although you have doubts in your heart, you still do it, but when you meet another NPC, he will tell you that this person is a liar.

You thought over and over again, and finally raised the knife to kill her. All you could hear was the words she left in her dying moments: I was just trying to help... It was precisely these words before her death that shaped the psychology of countless people. shadow.

 The truth is simply a thousand faces of madness.

  When you are adventuring alone in this cruel and desperate world, you die again and again, and you are resurrected again and again, and you are repeating this inescapable nightmare.

 When you fall in front of the priest again and again, when you have no courage to die, when you want to escape, you see someone on the ground leaving a message for you, you click on the investigation, and it says: Don’t give up.

  When you arrive at the door of the Shadow of Yharnam, covered in blood, after more than an hour of exploration, and you are not sure what lies ahead, then you see someone leaving a message on the ground: Please continue on my behalf.

Or maybe you come to a strange corner, and the fear of the unknown and darkness surrounds you and you dare not move forward. You find a blood stain on the ground. After investigating it, you will find the owner of this blood stain-that is, someone you don't know. Players, the scene of the last fight before death appears in front of you in the form of a red soul.

You watched him swing the knife, you watched him dodge, you watched him be knocked down by the unknown monster in two moves, and finally fell slowly.

  Or, when you start fighting the BOSS, you run out of ammunition and blood.

 You are about to die tragically at the hands of the BOSS. At this time, you get a piece of information: the information you left for players in other areas has been well received.

Your act of kindness instantly fills your health bar—and possibly your courage.

 Excessive online connections will greatly weaken the playability of the game, and the messages of appropriate benefits were mentioned time and time again by players later and were praised as gods.

Any hunter who plays the game cherishes the kind reminders brought by others, and will also become nervous because of some malicious messages.

If players were previously contaminated by the spirit of the ancient gods in the Cthulhu mythology, then after the message function appears, everyone will feel that although they are lonely, they are not truly alone.

Every time you die at the hands of various monsters, you will think of the encouragement from other players. When you successfully defeat it, don’t forget to remind those who come after you of the key precautions.

Occasionally, after being tricked by the inconspicuous little thing in front of you, someone will write a message on a whim.

‘It’s safe ahead, please feel free to move forward. ’ The guy who left the message couldn’t help but laugh every time he received a vote, because he knew that every time it meant that a player died here, and then came back to vote for this message.

  It seems that from the moment the function was launched, the previous complaints and crying voices have all become much quieter. The old hunter re-entered the game and left messages everywhere in the game, "There are treasures here" and "There is danger ahead."

 Or, in front of a monster that you once couldn't resist, leave a strategy for defeating it.

 Or leave something malicious somewhere to lure players to jump off a cliff, or lure them into a gathering place of monsters.

Whether the game is a dream or reality, when you move forward in darkness and chaos, covered with blood, you will find that,

 Hunter, you are never alone.

 (End of this chapter)