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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 · Du hí
Không đủ số lượng người đọc
451 Chs

Chapter 305: Gan Di's Second Scientific Research

Obviously, at this moment, Zhou Yang was just as confused as the viewers watching the barrage of comments.

How was this achieved?

Although Zhou Yang was a designer for Shadow World, to be fair, he mainly focused on creating and modifying the game's basic functions.

For instance, changes to the Quest System and the design of raid bosses, etc.

The fine-tuning of the various game mechanisms, especially the setting of values, these details are complex to nail down.

Some aspects were handled by Wei Chengjie, some were done by new numeric designers under him, and even some were direct modifications by programmers like Zhao Haiquan and Feng Hui after consulting with designers when tests found issues.

This might make the Nitiandang gaming team look a bit amateurish.

After all, strictly speaking, any change in the game should be decided by the lead designer or producer, documented properly, and only then implemented.