Qing Shan Qu Zui
Chapter 457 The Producer's Hard Work and Pride
Then, the video transitioned to *BeQuiet* footage as Qiao Laoshi began to introduce the game's mechanics.
"Considering many people haven't experienced this game due to spite or other reasons, I'll explain the general gameplay and highlights in detail."
"If some of you viewers already know this, please skip to the conclusion."
"This is an online, multiplayer horror game, so please discard all your preconceived notions about single-player horror games and embrace a new kind of fear!"
"Traditional single-player horror games create horror effects in a few ways:"
"Setting and models, unexpected plot twists, and sudden jump scares."
"These games often have scary scenes, such as mysterious towns shrouded in fog, cannibal villages filled with crazy villagers, and zombie-infested laboratories. They create a visual and auditory impact with scenery resembling mountains of corpses and monster models."
"Meanwhile, these single-player games use the plot to manipulate the player's fear. For example, NPCs might tie up the protagonist and subject them to various tortures, gouging eyes, cutting tongues, and chopping fingers... When players immerse themselves in the protagonist's first-person perspective, they also experience extreme horror."
"Finally, there are sudden jump scares, such as a corpse falling down when you open a door, or a monster grabbing you while you're walking..."
"These are the types of horror we can experience in traditional single-player horror games."
"Of course, these are classic horror game tropes, but now, I want to point out the two biggest shortcomings of this approach."
"First, the stimulation is too direct."
"Many developers only know to add blood, create disgusting monsters, and design torturous horror plots in the game to increase the horror effect..."
"But this stimulation is mainly sensory. It might cause some physiological discomfort. At the same time, excessive sensory stimulation makes the game seem too heavy, giving it a lowbrow feel."
"True fear comes from within!"
"Second, replayability is low."
"Players can experience extreme fear the first time they play, but once they complete the game, playing it again becomes dull."
"For ordinary players, they don't want a similar experience a second time; for hardcore players, it becomes a parkour game, losing the meaning of horror games."
"The birth of *BeQuiet* is to take a different approach and solve these two problems that previous horror games have never solved, creating a horror effect from the heart without seeing too many 'eye-straining' scenes, while allowing the horror game to be replayed an unlimited number of times!"
...
Next was the basic gameplay introduction and a review of some game matches that Qiao Laoshi had played.
Each game randomly matches players based on their rank, randomly assigns a map, and randomly spawns players at a starting point on the current map.
The purpose of each room and the items within the map will randomly refresh, but relatively speaking, larger rooms and more critical locations will refresh better items.
Eight players play the roles of police, good guys, mental patients, and ambitious people. Except for the police, they cannot confirm each other's identities, and each has different game goals.
For the police and good guys, their way to win is relatively simple. The entire map is blocked. They have to search for decryption incantations everywhere. When a certain number of incantations are activated, a random exit will appear on the map, and everyone can escape randomly.
Qiao Laoshi divided the general process of the game into four stages.
The first is the free search stage. Since the players are relatively far apart at the beginning, they must search the open spaces and rooms around them as much as possible to get as many items that are useful for their identity as possible, and roughly determine the actions they will take next based on the items they obtain.
The second is the initial contact stage. Generally speaking, a small number of mentally ill players will choose to go berserk and become lunatics at this time, but in this way, they may be besieged by the police and a large number of good people with props; some mentally ill players will choose to pretend to be good people.
Generally speaking, the police will collect props at this time and spontaneously summon other players to find the decryption incantations hidden in the map.
However, due to the san value setting in the game, the more people gathered in the area, the more likely it is to trigger whispers, and voice communication between players will also cause the san value to drop, so players must not gather together for a long time. , must be dispersed in a certain way, each looking for decryption incantations.
At this time, the game enters the third stage, which is the melee stage.
In this stage, some mentally ill players will suddenly go berserk and turn into lunatics to attack good people through the various props they have accumulated, and good people can escape or fight back. Of course, mentally ill people can also reduce the san value of good people through some techniques to turn him into a lunatic, forcing him to take the lunatic's victory route...
In short, the game will be quite chaotic during this period, and players may cooperate with each other or calculate each other.
The last is the ending stage. Generally speaking, at this stage, the players have been eliminated to only two or three people, and most of the decryption incantations on the map have been solved. The players compete with their skills and the props they currently have to win the final victory.
After that, Qiao Liang briefly introduced some interesting games he had encountered.
Of course, from Pei Qian's perspective, these few reviewed games were not particularly exciting.
Because even if similar games are brain-burning, there must be a degree. If it is too complicated, most people will not understand it, which is also very embarrassing.
But being in it can give you the most exciting gaming experience!
For Pei Qian, he had not previously had a good in-depth experience with *BeQuiet*, because this game is an online game and he can't play it alone...
Now, after Qiao Laoshi's introduction, Pei Qian instantly understood.
The stage of searching for props at the beginning of this game is a bit similar to the gameplay of chicken eating, and the setting of identities is a bit similar to board games such as *San Guo Sha* or werewolf killing, and the player battle part is a bit like *Dead by Daylight*, an asymmetrical competition.
The fun of the game itself lies mainly in three aspects:
The first is replayability and a certain amount of luck. Many people will pursue a heavenly start in the game. For example, mentally ill people will find a room full of props that increase san value and health value as soon as they come up, and directly go berserk and kill everyone; some people will follow the police or good operation to achieve the final victory in the case of bad initial props;
The second is fighting wits within the rules, using limited language to direct or mislead other players, guessing the identity of a certain player, similar to the identity game of board games;
Finally, it is to show off operations like *Dead by Daylight*, using props and techniques to defeat more powerful enemies. At the same time, as a good player, you will experience a special sense of horror. Players are suspicious of each other, and no one knows when they will suddenly be attacked. , can only move forward in the dark, cautiously, and dare not make a sound...
This horror comes from other players, from the players' hearts, so it has more changes than the average single-player horror game.
For example, some crazy players will deliberately hide in the room, waiting for good people to search for decryption incantations, and then suddenly jump out and attack!
In short, no matter how well it is described in the video, it is certainly impossible to express the feeling of playing it yourself.
However, Qiao Liang analyzed the core cool points of this game one by one through his own editing techniques and detailed analysis. Especially when talking about some interesting game mechanisms, a "fuck" floated across the screen in an instant, and everyone sighed, this How can the game be played like this?
...
Finally, the video entered the ending stage.
"Seeing this, I believe everyone has a certain understanding of the gameplay of *BeQuiet*."
"Then back to the original topic, why did the production team painstakingly make Arg games and eye-tracking games?"
"You know, they can do nothing at all, directly release the purchase, and put all the players into the game in one brain."
"They have added a threshold for purchasing this game by doing such complicated puzzle-solving activities, and even painstakingly made it into the form of a game to ensure a certain degree of entertainment without charging a penny."
"This move is to allow every player who enters the game to integrate into the game faster and better!"
"If these contents are done in the game, then players who spend money to buy the game but find that they are not suitable for this game will have to apply for a refund, which is very troublesome. Therefore, the production team simply decided to do it outside the game, saving those who are not suitable for this game the tedious step of refunding."
"Some people will definitely ask, is it suitable for this game if you pass this test?"
"Here I want to say, not necessarily, but most likely yes."
"Let's think about it, what is the most important quality in *BeQuiet*?"
"It is a certain game IQ, a good attitude to resist horror, and a serious learning attitude."
"Everyone should have discovered at this point that the prerequisites for purchase happen to be testing these three points!"
"The puzzle solving of the Arg game is to exercise game IQ; the eye-tracking game is to exercise the ability to resist horror; and the entire test itself is to test whether you have the patience and a serious learning attitude."
"If you give up when you encounter a little difficulty, you are not interested in similar puzzle games, or even if the decryption is completed, you are too lazy to copy your homework, or you can't persevere in the eye-tracking game..."
"Then you will definitely not be able to get any happiness in *BeQuiet*, but will affect the game experience of other players!"
"This test can be said to take care of two types of players at the same time:"
"For players who are suitable for this game, it guarantees their game experience;"
"For players who are not suitable for this game, it saves them time and protects their wallets."
"And the only ones who lose out are the game company itself, which loses revenue."
"However, in order for the game to have a longer life and for the players to have a better experience, the game company is willing to give up this part of the income, and even when it causes fierce controversy and is scolded, it does not come out to explain a word, but silently accepts everything."
"So, many people say that game companies are sick. They can just open up purchases. Why bother with a prerequisite that you can't buy if you don't pass it? Isn't this disgusting?"
"I want to say, that's true. In a sense, this is indeed dissuading players."
"But, please calm down and think carefully. Maybe the manufacturer has done so much not for themselves, but for all players to have a better gaming experience?"
"So, the title of this episode is 'The painstaking efforts and pride of a top game producer'!"
"In order to allow players to have a better gaming experience, he painstakingly set up so many complicated prerequisites before purchasing the game. At the same time, he proudly did not explain to all players, but put on an indifferent attitude: whether you understand or not, praise me or scold me, it doesn't matter, the game is here."
"I think it is a blessing for all domestic players to have such a thoughtful, individual, and conscientious game producer!"
"Too many game companies are trying to please players and local tyrants. If you recharge, you can be the boss and kill everyone in the game... They don't set any obstacles, they don't let you use your brain, they just let you click the mouse to get some fake experience points and props..."
"But, are you really happy? Is your wallet getting thinner day by day? Is your thinking getting more and more rigid? How long has it been since you experienced the thrill from the soul after solving a puzzle or discovering a new way to play in the game?"
"If all the domestic designers are making such games, don't you think it's a pity?"
"Therefore, I hope that students who are interested in this game may wish to calm down, carefully understand the designer's true intention, patiently complete those prerequisites, and personally experience this complex game."
"I believe you will definitely discover another wonderful world!"