
This Undead Game Is Too Real
这个亡灵游戏也太真实了
- Status
- Completed
- Length
- 705k Words
- Genre
- Western Fantasy
- Audience
- Male
- Subgenre
- Sword & Sorcery
- Updated
- 9mo ago
- Source
- Qidian
Stats
0Monthly votes
1.3kRecommends
35Fans
226Chapters
Tags
Synopsis
Reader comments
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How to identify real otherworld games?
How to identify and look for mysterious games like this in novels that go to another world to work for the protagonist: 1. The game information is mysterious. It suddenly pops up when it is unknown. When it pops up, it is a closed beta. You may be able to find a registered company but it is an empty shell. The development team hides or has no information at all. 2. With epoch-making 100% realism, top-level anthropomorphic artificial intelligence as a gimmick, or an introduction like experiencing a real different world, non-deleting closed beta, and even no internal krypton gold system, it is definitely not a two-dimensional card game. This kind of otherworld game is not a holographic game but also an open world. Note: If you are lucky enough to be selected, you can go in and try to see if you can take off your pants. If the game is gone, it means that it has been banned by the God of the Multiverse, River Crab (laughing) 3. Can you give feedback during the closed beta test? Normally, the closed beta test is to test bugs, ask players about their game experience, and whether the values are abnormal or disrupt the balance, so the game must have feedback Feedback, but I have never seen the protagonist add an official email address or customer service to the players in this kind of game work novel. They just take a look at the players' complaints on the forum. Some people who are close to the people will interact with the players and say that the update has been announced. If it is beneficial to them and the difficulty is low, they will adopt it. This kind of internal beta update is not to modify the game to make players more comfortable and convenient, and does not care about the players' opinions. It is obviously abnormal. 4. Check the player guide in the forum to see if it is the kind of fixed cycle tasks that are basically construction tasks (such as collecting items and delivering them to NPCs, cleaning up monsters, building houses, reclaiming land, etc.). If there is no assistance or simplification in building a building, but building it yourself brick by brick is the top priority. Pay special attention to the type where these operation steps are particularly real and cumbersome. Then take a look at how big the data of the game itself is. In terms of the amount of code, this kind of game is very abnormal and will not be certain in this century. Can be developed. 5. The only hidden mission is either none or all. From the gameplay point of view, setting the only hidden mission in a multiplayer open world is too disruptive to the balance. Normally, there is no reward after completing it and it is an easter egg, or a mission prop that opens the main plot is given to benefit the public. This kind of design that you have and I don't is too hated. If a game sees in the forum that several hidden missions are triggered and then disappear or the mission is no longer released after completing the NPC, then you have to consider it. Isn't this a game of fighting? (Laughs). . 5. Cut off the novice guide to see if he will be banned or the favorability level will be reduced to -Max. Of course, if the protagonist is the novice guide, this kind of behavior can basically offend the protagonist to death. Even if the protagonist does not follow the network cable to kill you, it will be difficult to move forward in the game, and the luck value is -Max. 6. Will the scene resources be refreshed? In normal games, in order to take care of the player base, the total amount of low-level recycled renewable resources must be greater than the amount used by the players. This requires refreshing the scene resources. Otherwise, for a resource like wood that is used every day, after cutting down the tree, is it difficult for the player to wait for a year and a half for the tree to grow up normally before cutting it down? But in the novels I have read, there is no way to refresh the wooden piles that cut off the trunks into trees. They are all chopped elsewhere. This design is obviously unreasonable. The design does not take care of the players, which means that the game does not care about the players from the beginning. It is obviously unreasonable from the perspective of making money from the game, but from the perspective of the novel where the protagonist recruits a few people to work, it is normal. If the tool man grabs a lot, why should the protagonist take care of the leeks? It's up to you to play or not.
In the game, the rich guy spent money to beat me, but in reality, the rich guy spent money to beat me to death, breaking my family's defenses 🤓.
It's good to just stop pretending. Why do you have to pretend it's an ordinary game? There's no need, I'm just an extraordinary game, what's wrong? Pretending to be a pig and eating the tiger is no longer popular. And a little bit poisonous.
😎😎😎
Let's see if I can keep writing.
It looks ok so far, looking forward to further development
It's too troublesome. The best solution for your setting is to launch an undead natural disaster in the city and wipe out the Blue Star humans. It's much easier than fighting the magic world.
So the reason why the undead god in the novel fell was because he was not smart enough and did not know how to form gangs. And who says the undead can't believe in other gods? The truth is that platforms are very good things.
After reading more than 50 chapters, the group-traveling western fantasy theme is great, and the design of the game is also very good. However, there is no need to write the plot of players organizing a team in chapters 20 to 40. I originally thought that the game would start in two chapters, but it ended up being hard on me for more than 20 chapters... As a cool article, it is too slow, and deleting it will not affect the plot structure. Wouldn't it be better to just summon A directly and let the players shine? During this period, your backend data will definitely go crazy. The protagonist has not been portrayed yet and it has become a background board. Who should the readers take their place? And after reading this paragraph, I have an expectation. The players are too smart, and the protagonist may be made into a mascot on the throne in the later stage... These twenty chapters really shouldn't be written. Of course, you may think that the protagonist is a god. If he has the power to directly change the rules, he will not be ignored anyway. At worst, the table will be reset. But our culture has always been about the weak defeating the strong, portraying The relationship between the player and the protagonist is not completely dependent. You must know that if the player fails to do something, he will fail. This is just a game after all, but it is a matter of life and death for the protagonist. The risks borne by the two are not at the same level. This setting depends on how you make it happen later Group portraits are not easy to write, but big guys can write group portraits because they know how to write them. How to use the least number of words to accurately portray each person's character. If you write too many words, readers like you will lose focus directly. If you want to portray a group portrait, you can wait until the protagonist's image is full and there is nothing more to write, or you can randomly sprinkle a few people in the plot in the early stage. Later, you can increase the weight of the character to join the core team of the protagonist based on which one is more popular. Go or die Currently, writing group portraits is a big problem. Except for Chen Sheng and the enemy boss, other characters only need to give necessary information. If you focus on the core characters, you will definitely be able to control your skills, and it will not affect the design point of the players doing things at all. What is important is what creativity the players come up with and the strength of the protagonist increases. Readers don't care what players did it and what motivations they had. Don't spend time on these non-core things. From a physical point of view, there is a setting shining point at the beginning. The protagonist has an awesome expectation of unfolding. Looking back excitedly, it's gone. It's all about the protagonist being a dog planner... Planning is not an easy job. If you can resist the pressure after being criticized every day, you have never tried it at the beginning. It's a fresh Dangdang. If you have some capital later, let the protagonist be the boss or investor. Just plan and find a smarter player to work part-time in Dangdang. If the design is messed up and you can still take the blame, the protagonist will use his divine power and count the divine power to reap the rewards. If he has nothing to do, he will create a wave of undead and use resources to pile up the high-end combat power of the same level. Is it good to highlight a simple and brainless one? Readers will also enjoy it
Da vinci
Leonardo da Vinci
Lu Pu
Lu Pu
Personally, I suggest that the story about meeting the little girl be deleted and written directly about the player.
Are these players all slimes?