Why the bug I wrote became a core gameplay mechanic?! -
Chapter 433 - 421 Lying and Dynamic Difficulty_3
Chapter 433: Chapter 421 Lying and Dynamic Difficulty_3
"It seems that in the future, I need to be more careful with lies, and also do a good job of damage control afterwards."
"Simply put, it’s: I was wrong, and I dare do it again next time."
"Initially, players could indeed avoid being exposed by certain maneuvers. But as they progress, they will find that being exposed is inevitable. By that time, they have already developed a lot of negative emotions, and even if they leave the game, we have already made enough."
Lilith then asked, "Does telling lies temporarily lower the difficulty, then does telling the truth increase it?"
Qin Fengliang shook his head, "It won’t."
"Telling the truth just keeps the game at its original difficulty."
"If it could increase the difficulty, those experts would definitely choose to speak the truth unhesitatingly, which would play into the dynamic balance, and that’s definitely not acceptable."
Lilith nodded slightly, "Hmm, that makes sense!"
Summarizing Qin Fengliang’s Dynamic Difficulty tactics, there are essentially two.
For experts: the better they play, the lower the difficulty, making them feel bored. But even bored, experts won’t quit the game quickly, thinking perhaps the difficulty will increase later. But in the end, they find that the difficulty decreases the more they play, inevitably leading to negative emotions.
For beginners: the more they play, the harder it gets, even harder than the games for experts. Lying can temporarily lower the difficulty, giving them hope, but ultimately it will intensify and all reverts back.
The key is that when beginners and experts see each other’s difficulty levels, they just can’t take it anymore.
This Dynamic Difficulty plan is indeed intriguing and worth a try!
But then there arises another question: how to cleverly conceal this mechanism?
If the players see through this mechanism at a glance, they will definitely curse, leave negative reviews, and try to dissuade others from joining the game. If fewer players enter, the game gathers less negative emotion.
The Dynamic Difficulty Mechanism must be seamlessly integrated into the game’s plot and world view, otherwise it seems too abrupt and players will be wary.
To this point, Qin Fengliang also had preparations.
"President Li, this is not difficult; I have already figured out the world view."
"This game is set in a Western Fantasy setting, roughly Victorian Gothic style. In this world, there are Humans, living dead, automata, and some elements of Cthulhu."
"Since it is a cruel and perilous world, using lies for self-protection makes sense, right?"
"In the game, players play as ’Half-Automata’, that is, humans modified by automata technology, with two different development paths."
"They can evolve towards pure automata or pure humans."
"These two identities have their pros and cons: Humans naturally have the ability to lie and are agile, but they are less resistant to attacks, commonly described as having thin blood;"
"Automata naturally lack the ability to lie and need practice. Early in the game, lying is easily exposed, and only after a certain number of lies can they deceive others. Automata have stiffer bodies but are more resistant to attacks, having thicker blood."
"The more the Automata lie, the more they become like Humans; whereas the more the Humans lie, the more unstable their mental state becomes, potentially seeing all sorts of filth."
Lilith’s eyes lit up, "So that’s it, integrating the world view, plot, and Dynamic Difficulty together, brilliant! This will maximize the confusion for players, making it very difficult for them to discern the specific rules of dynamic difficulty changes in the early stages!"
And as long as players are retained initially and develop a habit of playing, then abusing them later in the game to collect negative emotions will relatively prevent them from quitting easily.
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