Why the bug I wrote became a core gameplay mechanic?! -
Chapter 184: Target: Super High School!
Chapter 184: Chapter 184: Target: Super High School!
[Henggang Middle School Education Management Implementation Plan]
[————————————]
[Current Level: Ordinary High School]
[Next Phase Goal: Upgrade to a District Outstanding School]
[Condition 1: Undergraduate admission rate of 50% must be reached this academic year]
[Condition 2: By the end of this academic year, the school’s prestige score must reach 1000]
[Completion Reward:]
[1. Improvement in the quality of student intake]
[2. Increase in budgetary funding]
[3. Randomly unlock a management skill]
[————————————]
[Henggang Middle School Academic Affairs Office]
In the top right corner of the game screen, there’s such a simple set of task objectives.
Unlike other games’ mission interfaces, the mission interface in Henggang Middle School Simulator looks like an official document with a red title in a distinct font, sandwiched between two red lines, detailing the next phase goals and corresponding rewards once completed.
Additionally, in the top left corner of the screen, there’s a logo for Henggang Middle School and below it, a line of small text reads: Ordinary High School.
If you hover the mouse over it, you can also see the next few levels and the conditions for reaching them.
[Key District School: Undergraduate admission rate of 50%, school prestige score of 1000]
[Key City School: Undergraduate admission rate of 60%, school prestige score of 2000]
[Key Provincial School: Undergraduate admission rate of 90%, top university admission rate of 65%, school prestige score of 4000]
[Super School: Top university admission rate of 90%, school prestige score of 10000]
Wang Dawei pondered, "Oh, it looks like the main goal of this game is to continuously upgrade the school level, and then strive to eventually become a Super School?"
"Exactly as I expected."
"Even the data isn’t much different from the real-world figures."
"However... the criteria for the Super School have been raised too high, haven’t they? It’s practically a leap! From a top university admission rate of 65% straight to 90%, and the prestige score from 4000 to 10000, which is more than double."
"Never mind, let’s not think about it too much. In any case, Principal Wang is now assuming his role to deliver a bright future to the students!"
If it weren’t for the existence of real-life examples, Wang Dawei would have to exclaim that a top university admission rate of 90% is outrageous, something impossible to achieve even with maximum effort.
But in reality, such schools do exist, and there are quite a few of them.
The top five key high schools in the country all have a top university admission rate of over 90%, with the first place reaching 99.5%. Being accepted into this high school basically means one foot is already in the door of a university.
However, the number one is not the real Henggang Middle School.
The real Henggang Middle School ranks second, with a top university rate of 94%, which is already quite extraordinary.
Clearly, the ultimate goal of the Henggang Middle School Simulation game is to enable players to elevate an ordinary high school to the heights of the real Henggang Middle School through their efforts.
Wang Dawei briefly reviewed the game’s basic mechanics.
With high EQ, one would say that the gameplay is straightforward and easy to grasp.
With low EQ, one might comment that the gameplay is a bit monotonous!
However, as a simulation game, it has all the essential frameworks in place.
At the very top of the game, there is a row of status bars, which include basic data such as the number of students, school prestige, current funds, etc. On the far right is a calendar, along with the slogan, "XX days left until the college entrance examination."
Below this calendar, of course, are the pause and fast forward buttons, which can be clicked to adjust the flow of time.
In addition, there are three dedicated pages in the game, each corresponding to one of the three directions of school construction.
The first one is daily management.
Here, you can adjust the school’s start and finish times, holidays, and regulate the salaries, benefits, and performance rewards of all staff (including teachers, security guards, cafeteria ladies, and cleaning ladies, etc.).
The second is teaching management.
Here, you can arrange class schedules for each class, view the current list of teachers and their attributes, assign certain teachers as headteachers or directors of teaching affairs, or hire external teachers, etc.
The third is student management.
Here, you can view student performance and misbehavior, and deal with problem students in batches.
In addition, there are some miscellaneous functions, such as clicking on an unoccupied plot of land will bring up a construction menu, allowing for the expansion of more buildings; or clicking on areas like the cafeteria, playground, or library on the map will bring up detailed menus for special operations.
For instance, in the cafeteria, you can adjust the layout of tables and chairs, modify the menu, and change the prices of the dishes.
At first glance, there seem to be quite a few features, but if compared with other simulation management games, it is quite rudimentary.
However, Wang Dawei wasn’t too concerned, as his expectations for the game weren’t too high to begin with.
After all, given the subject matter, as long as all the basic functions were complete, he could generally continue playing.
In the game, a bell for the start and end of classes would ring, and the students would respond with appropriate actions, such as entering the classroom, going to the playground for physical education, or going to the restroom during breaks, etc.
However, the game obviously reduced classroom time, so the overall pace of the game was relatively fast.
Clicking on each student would display their specific details, that is, the student’s profile.
From their appearance, you can judge whether they have violated school rules and regulations, such as having strange hairstyles, wearing odd clothes, or carrying prohibited items.
You can also see the student’s last test scores in various subjects, as well as other attributes like physical strength, mood, and discipline.
In the popup interface, players can operate on a student in various ways, such as by dragging to change seats or by highlighting, having advisory talks, sending them home for reflection, noting serious misconduct, recommending withdrawal, or even expulsion.
However, this interface clearly has room for expansion, as some skill icons are still in an inactive state.
There is an item in the reward for completing mission objectives that says: "Unlock management skills after the school is upgraded," which should be for unlocking this.
After understanding the game’s basic operations, Wang Dawei officially started playing.
"Students, Principal Wang, as a top student, has always advocated the philosophy of teaching without discrimination. Please rest assured, with Principal Wang here, all will be well, and with Principal Wang here, justice will prevail!
"In any case, I will do my utmost to improve everyone’s grades and help everyone get into their dream university!
"First of all, let’s adjust the seating arrangement."
Wang Dawei first simply adjusted the number of students in each class through the management interface, aiming to create as many small classes as possible within the limits of available teaching resources.
In the early stages of the game, resources were generally abundant, and the number of students was not particularly large, so it was still possible to support this "small class" teaching model.
It’s also not clear whether this game is reflecting the decline in birth rates and decreasing student populations in schools in recent years.
Then, he adopted a seating arrangement that alternated between good and bad students.
In the class, overall, the academic performance gradually improved from the back row to the front, but each good student was surrounded by classmates with slightly lower performance, and each poor performer was surrounded by students with slightly better performance.
Why arrange it this way? This relates to a basic setting in the game.
In the game, students can influence one another.
If a student performs well, such as having a particularly high English score, then the people around him might subtly improve in English as well.
Or if a student has positive characteristics, such as "diligent" or "helpful," it can also have a clear beneficial effect on his classmates.
Of course, the opposite is also true; bad students can spread their bad habits to their peers, or even further lower others’ academic performance.
So Wang Dawei thought that this should be a simple arrangement issue, where everyone helps and encourages each other, and soon they would all improve together, right?
After adjusting all the students’ seats, Wang Dawei was quite tired.
Immediately afterward, he relentlessly started a major reform of school discipline and ethos.
Those who had permed or dyed hair or wore odd clothes were all sent home for remediation. If he found unrelated items to studies in their bags, he immediately confiscated them and punished the students accordingly.
As for the frequent fights and brawls on campus, there was even less tolerance for those; those caught were either severely punished or expelled starting from a serious warning.
"Ah, how can you say I’m not professionally aligned with this game? Although I’ve never been a teacher, I’ve been a student, and I’m fully aware of these routines!
"But now there’s a problem, after all the reforms, why do I only have less than a quarter of the students left in my school?
"Just how poor is the quality of our school’s students!"
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