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Chapter 571 I'm sorry, I'm not an emotional person

Shy, pride, embarrassment, relief, touching, grievance, sadness, firmness, shame, gratitude, depression, anxiety, longing, compassion, progress, jealousy, guilt, admiration, contempt, empathy.

Half lying on the sofa at home, Li Ang repeatedly chewed these twenty words in his mind.

These are twenty advanced emotions developed by humans in their acquired nature, and they are also missions for aliens, requiring each type to collect 100 million copies.

To be honest, 100 million copies are not a big deal. After all, Li Ang collected the "fear" of 1 billion copies in less than two years. The twenty advanced emotions here are only 2 billion copies. According to previous experience, it can be collected in just four or five years. In addition, these emotions can be collected at the same time, so the time spent may be much less.

However, after careful consideration, Li Ang found that this was not the case. This task was much more difficult than he thought.

Yes, humans are expressing their emotions all the time, and each person's emotions are different, and various emotions arise according to their own circumstances.

However, there are many emotions, which are very rare for most people, and they only have them in rare cases.

For example, "embarrassing", it is impossible for a person to be embarrassed every moment. Generally speaking, this kind of emotion will arise when they encounter certain events that make them feel embarrassed.

Everyone hopes to live with decent life. Most people will try to keep themselves away from things that may make them embarrassed and embarrassed. Under their subconscious prevention and control, they will naturally avoid and hide, and avoid such low-probability events unless they really cannot escape.

Therefore, generally speaking, such incidents may not happen once a month for ordinary people.

With fewer events, fewer "embarrassing" emotions will arise. Even fewer people still maintain this emotion in the virtual reality world. Of course, the number of collected items will not increase, which is much more difficult than collecting "fear".

Of course, it is not impossible to use game guidance and take the initiative to solve it: find ways to deliberately create these embarrassing and embarrassing events in the game, and artificially control players to produce "embarrassing" emotions.

Such a game is not difficult to make, it is nothing more than just a person who makes people look ugly. If you want to have a better effect, you can also arrange players to make a fool of themselves in public. If you have a specific form of expression, it is not difficult to imagine that you can rely on various prank variety shows to draw inspiration from it.

For example, to create a game called "Great Breakthrough", a group of players pass through the levels in a specially made map. Players who pass through all levels will win the prize. During this period, all levels will be decided by other audiences. For example, does the elevator trap here suddenly crawl out of a monster, or does the floor below suddenly break and people fall? Are the huge rolling stones in the aisle made of foam, or will it explode into a cloud of smoke when they encounter people? And so on.

This makes the audience watch other players make a fool of themselves, which is also a unique flavor.

But the key is, how many players are willing to play such a game?

As I said before, people always seek profit and avoid harm. Losing some money is enough to make them beat their chests and stamp their feet, not to mention the loss of dignity. People live in the present and want to save face. They make money by selling their face and pretending to be ugly. In addition to professional clown actors, there are very few.

Such prank games will make you look ugly, and players will be happy? At most, they will taste it at first and play a few games. Few people will play it for a long time. Even if there is a certain amount of temptation, they may not be willing.

Obviously, this road is not working.

If you can't directly create embarrassment, you can only choose to use waste.

Players live to adulthood and will do some stupid things from childhood to adulthood. These stupid things are deeply pressed in their hearts. Occasionally, when it is late at night, I want to find a crack in the ground to hide, and I want to travel back and slap Sabi himself twice in the face.

If there is a way to arouse these unknown stupid things in people's hearts, let them recall them again, and even show these things in front of others, it will inevitably make people feel embarrassed and want to explode on the spot.

This effect is of course very good, but it involves the player's personal privacy issues, so Li Ang was unable to make a decision, so he had to put it aside first.

Fortunately, not all of these twenty emotions are as difficult as "embarrassing", but some of them are easier to deal with.

For example, "mercy", the word "meaning" means similar to sympathy. It is an emotion that people want to help them based on conscience, and are born of weak and pitiful things.

This emotion is easy to solve. Even a special game does not need to be produced. It only needs to add some beggars, children, animals, etc. to some games produced later. Then arrange a few bully villains who bully them to highlight them, so that players can see them, and then let them perform themselves.

Similarly, there is "pride". This emotion doesn't even need to be done in new games and does not need any change. Players are always competitive. Once they win among many players, they will inevitably have a "pride" emotion, especially some anchors who start live broadcasts, which are exaggerated by various 666s by the audience, and this emotion is even more obvious.

The current "Little Adventure", "Wisdom Warfare", and even the "Virtual Stadium" after the Internet can collect "pride" emotions well.

There are also some emotions that can be collected easily by making a new game, such as "touching".

There are many touching works in the world, such as the once famous "Immortal Sword 1" in China. Who has never been moved by the plot of the protagonists or even supporting characters in it?

Of course, there are some other role-playing games, such as "Immortal Sword 4" and "Shad of the Sky". These role-playing games that are good at plot are like movies, constantly absorbing the tears of players, gaining a large number of loyalists, and cultivating a sentimental party with guaranteed sales of works.

These games also pointed out the direction for later generations, proving that as long as the plot game is plot-based, it is enough to attract people and make money, which also caused the subsequent development of domestic games.

Of course, these are just off-topics.

The key is that this path is feasible. Li Ang only needs to create one or several similar game works that are good at plot and touching plot. Then collecting the players' "touching" emotions will definitely be easy to grasp and there is no difficulty.

However, although these emotions have ideas, there are still some emotions that Li Ang never thought of a solution.

For example, "wrongedness", "jealousy", "guilty"... What kind of game can you collect these emotions? No matter how you think about it, you can't collect it, right?

Fortunately, the aliens gave enough time this time, and there was a full ten years, and Li Ang had plenty of time to think about these emotional issues.
Chapter completed!
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