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Why the bug I wrote became a core gameplay mechanic?!

This book is also known as: "How Programmers Turn a Crappy Game into a Timeless Classic with a Single BUG" Recently, the president of Nitiandang, Gu Fan, once again fell from grace due to a minor bug in his new game. As a top-notch designer in the industry, all of the games designed by Gu Fan have very distinct characteristics: At first, players felt that these games were monotonous, dull, and purely revolting garbage. However, once players discovered a major bug, the gameplay underwent a drastic transformation, rendering them sleep-deprived and unable to quit! So, players once again launched a major debate over "whether this is actually a bug or a game mechanic." In response to this, Gu Fan clarified in an interview with all seriousness: "Hello everyone, I'm the game designer Gu Fan, but you can also call me by my English name: fan·gu (means rebel). "I want to reiterate firmly that these so-called 'core gameplays' were not part of our company's original design—they are bugs! It's just that we didn't fix them because the players liked them!"

Inebriation-seeking Blue Shirt · Spiele
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495 Chs

Chapter 195: Boredom and Anger

Gu Fan opened his phone and searched for road rage-related videos on a video website.

Seeing many normally mild-mannered people become furious, and those with already bad tempers getting even angrier, Lilith was quite satisfied.

Especially some of the international road rage videos, where disputes would escalate to an American-style showdown at the drop of a hat, were truly jaw-dropping.

"Great! Gu Fan, you indeed have some great ideas; I wasn't wrong about you!" she said.

"So tell me in detail, how should this game be made?"

After a moment of thought, Gu Fan began to explain eloquently.

"President Li, I think what our game should target are two types of negative emotions, namely anger and boredom!"

"The combination of these two negative emotions is enough to overshadow the pleasure that comes with driving, making them the primary direction for the game's emotional output."