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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 · Game
Peringkat tidak cukup
289 Chs

Chapter 265: Simple Promotional Teaser

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Soon, Nitiandang Games began revamping "Demon World Conflict."

First off, all the art resources of the game needed a complete overhaul.

As for the replaced art assets, since Nitiandang Games had already acquired all the copyrights, they could list them on the official platform for sale as a package to recoup some of the costs.

Next was the task of fixing bugs and improving game stability while developing new features.

Originally, "Demon World Conflict" had only one endgame team dungeon called "Lava Mouth," with the final boss being a giant fire-breathing dragon.

Lilith decided to develop two more team dungeons for "Demon World Conflict."

The bosses of these two dungeons were also dragons, as the theme of the version was the Dragon Era. However, each of the three team dungeons had different styles.