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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
484 Chs

Chapter 97: Investors Are Coming for Inspection (Please subscribe, asking for monthly votes!)

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As everyone knows, the construction system in this game is very well-developed, but it uses a ready-made template. Although it costs a pricey 750,000, there are quite a few companies that can afford it.

If it were just this system alone, it actually wouldn't entice players to purchase.

Yet, on top of this refined construction system, "Prometheus" added two key elements—"Lost Ones laboring" and "Divine Realm team adventures"—which genuinely caused a wonderful chemical reaction with the construction gameplay, rendering the players unable to stop!

In fact, the original Divine Realm adventure itself was also a fairly interesting gameplay.

Players teamed up to steal things and avoid monsters, especially with the unique voice system, it was quite showworthy.

However, the problem with the original gameplay was that it was too difficult, and the pressure to steal materials was immense!

The distribution of monsters was too dense, leading to a high death rate for players.