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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 · เกม
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495 Chs

Chapter 310: The Positive Cycle of New Players Joining

Gu Fan continued:

"Although the balance approach of adding more flour when there's too much water, and more water when there's too much flour has been criticized by players, it indeed is the best method for balancing the game currently.

"You absolutely can't think that if there's too much flour, just pick a bit out—that would surely lead to poor balance.

"For instance, if the current highest difficulty is Legendary Difficulty and players suddenly discover a bug that allows everyone to clear Legendary Difficulty, what do we do?

"You must not simply nerf the players to the point where most can't get through Legendary Difficulty. If you do that, those players will definitely quit the game.

"At that time you should introduce even higher difficulties, such as, on top of Legendary, add a Nightmare Difficulty, Hell Difficulty, Ultimate Difficulty, or Ultimate II Difficulty, Ultimate III Difficulty, Ultimate IV Difficulty..."