Chapter 80: If You Want to Play, Play Something Different
As time passed, the two projects progressed at a remarkable pace.
The new employees who joined later finally understood why people like Eric, Lisa, and Jane admired Alex so much.
The daily workflow was smooth, everything was done instantly, without any setbacks or obstacles. It was as if the path was lubricated; just run forward and, with a sprint, you will reach your happy destination.
While the team participated in creative debates, there were no arguments. The essence of the game was clearly defined. Everyone simply experimented to achieve that goal. Under these circumstances, even overtime was truly rewarding. Alex's overtime pay at Nebula Games was exceptionally high and the benefits, generous.
Three Kingdoms Tactics' improvements compared to the original focused more on the gameplay experience than on the rules. Of course, beyond the rules, Three Kingdoms Tactics also had its strengths, such as dialogues and voice acting. This, undoubtedly, has increased the game's appeal. It is truly one of the best.
Many of its classic phrases are still present in players' minds. Although some players who have not played Three Kingdoms Tactics may be unaware of the origin of these phrases, they have undoubtedly heard them before.
For example, "The ability to advance and retreat is a true weapon" from a skilled warrior, "It is easy to comprehend the will of heaven, but difficult to defy it" from a strategist, and "Watching you claim your right and sell your head" from a general.
As for the game modes, they are provisionally planned for a standard five-player game, with a main character, two antagonists, one loyal, and another loyal. Later, modes like national wars will definitely be reserved for later updates. After all, a game should not be overloaded with content from the beginning. Players need time to get started and familiarize themselves with the game.
Even the once-famous Zelda series, from the first 3D game, Ocarina of Time, to later releases, Skyward Sword and Twilight Princess, and finally the famous Breath of the Wild, boasts astonishingly rich content at each stage, but it is also designed for players to gradually understand each system and its configurations.
Therefore, in a game, trying to be exhaustive or presenting a large amount of content from the beginning sometimes fails to convey the depth of the content. Instead, players are discouraged from playing because it is too complicated. 'Why do I have to delve into so many system configurations just to play a game as if I were taking a graduate entrance exam?'
As for another game, Fall Guys, it is similar to Overcooked in this aspect. In addition to improving the player experience, the key lies in content updates. It also supports the "Creative Workshop," which allows players to create their own maps.
When Fall Guys went from being a huge hit to a failure, many players attributed it to cheating. While this was undoubtedly a factor, it was definitely not the main cause. If cheating was the cause of a game's decline, there is actually a clear pattern: a gradual decrease in player engagement.
Normal game: encountering cheating, a change of mindset, and abandoning the game. This is the normal player's journey from abandoning the game due to cheating. However, it did not immediately lead to the game's demise.
The main reason for Fall Guys' rapid decline was the loss of content. Being a casual game with a variety show format, the fun of each level is what determines its content. Once players master all levels, they will get tired of playing. Then this game would not be very fun.
And what did the company behind Fall Guys do after its massive success? Undoubtedly, they were developing levels, that's undeniable. But their main goal was to launch skins and collaborate with other games. By the time they realized that the game would be doomed if they didn't release new maps, it was already too late.
So, for Alex, his priority was to maximize player engagement and ensure Fall Guys' longevity through the Creative Workshop.
As for creating a long-lasting multiplayer game, that's unrealistic. Fall Guys' gameplay is similar to that of an internet celebrity. It can be popular for a while, but it's impossible to maintain it. It's not a problem of game quality, but of content depth.
As the fair approached, the atmosphere at Nebula Games became more relaxed. Progress on both games was very promising, and Three Kingdoms Tactics had already begun testing various features for the online version. Only the voice acting for some generals was still unfinished.
The same went for Fall Guys; the game's action levels were already complete. The focus was mainly on sound effects.
Within the company, employees from various departments were the first to try the game. However, for now, everyone prefers Three Kingdoms Tactics. This is mainly due to the lack of Fall Guys players, which fails to capture the chaotic and comical atmosphere Alex described. On the other hand, after a brief familiarization with the fundamentals of Three Kingdoms Tactics, playing it becomes a blast.
"You and I are king and subject, why do we have to go to war?" Lisa sighed bitterly.
"The king is weak, and I follow a higher calling!" Jane, cheerfully, drew two Southern Barbarian Invasion cards from her hand, taking the last two drops of life from her lord, the Benevolent King.
"No, another game! I refuse to accept this! Why do you always draw so many Treasure Cards, Lisa? Every time I play the strategist, I get an Assassin Card!" Lisa expressed her dissatisfaction.
"Lisa, just acknowledge your luck," Jane said with a smile.
"But, by the way, I wonder what that big project Alex mentioned is all about!" said Eric, who had remained silent nearby.
In addition to developing Three Kingdoms Tactics and Fall Guys, they were also working on the big project Alex had mentioned before. However, everyone worked on their own projects, so the details were unclear.
"It's a darker Western mythology, a bit like Ragnarok," Lisa, who was in charge of the plot, thought and concluded.
"That's right," Jane nodded.
"Mythology? Our combat system is a bit like a medieval knight's duel." Eric scratched his head.
"Eric, why are you overthinking it so much? We'll know when Alex starts the project," a nearby employee said.
"That's right. I'm even more curious about what kind of cosplayers we'll have at this exhibition: Mother Sheep, Fish Warrior!" Another employee seemed excited.
"What a shame Mirror can't be at the exhibition, otherwise, it would have been already!" Eric sighed slightly, disappointed.
"Bah! Man!" Lisa feigned disdain.
"Exactly! Vagabond!" Jane exclaimed.
"That's right, Eric, you need to be aware. Besides, as for female cosplayers, everyone does the same old thing. How can we compete with other manufacturers? If you want to try something new, try something different. Look at this!"
Just then, Alex and his assistant, Lynn, entered, carrying a large box.
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