Game Production Starting with Player Curation
Alex transmigrated to a parallel world and was shocked to discover that many classic and notable games from his previous life were no longer available. His ambition was grand, but he found himself bound by a peculiar "emotion harvesting system" that empowered him through players' happiness, sadness, excitement, fear, and anger. Soon, a harsh reality became clear: harvesting resentment was much easier than happiness.
Over time, his path as a designer became distorted. When he released Undertale, a game that promised a heartwarming journey, complaints poured in: "I've been cheated on this game!" With Outlast, a horror game, cries multiplied: "My desktop moved! I'm leaving!" And with Dark Souls, gamers' anger reached fever pitch: "We don't want to carry their fire!"
Countless players, frustrated by the deaths of their favorite characters in their games, angrily cried out, "Couldn't we be a little nicer to the players?"
When a reporter asked him about the players' anger, Alex smiled slightly. "This isn't just criticism, it's a show of passion from players all over the world. This is love! Thank you all, I'll keep working hard!"
Raw
游戏制作:从治愈玩家开始