Game Maker: Starting by Healing the Players

Chapter 771 - 771: Too Unfriendly for African Chieftains!

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The bloodline detection system, when you hear it, seems like it wouldn't be very friendly to some of the great chieftains of Africa.

Just six words, and people like Marcus in the conference room couldn't help but let their imaginations run wild.

"Is this a loot box system?"

Hector looked at the so-called Blade Coordination System on the screen and said, full of surprise.

When it comes to loot box systems, it's not something unfamiliar to them. Many games under Nebula Games, such as "Call of Duty: Modern Warfare," "Rainbow Six: Siege," and "DOTA," and a series of other multiplayer games that sell skins as their main selling point, all have loot box mechanics.

Including the entire gaming industry, from VR to mobile games and browser games, loot boxes have basically become a standard formula.

However, the games mentioned above are mostly online games. This game, named "Xenoblade," based on the system introduction and core content from earlier, is clearly a pure single-player game.

But to add loot box mechanics to a single-player game like this?

"In the game, Blades are divided into Normal, Rare, and Epic. Also, the number of Blades in the gacha pool is limited," Lucas said, smiling at everyone.

After hearing Lucas's words, everyone basically got a general understanding.

It's very simple: the SSRs and SRs in the game are limited, and the more you pull, the harder it gets.

In the early stages, you might get seven or eight Blades with 100 Epic Crystals, but later on, you might not even get one with 100 pulls.

For players with obsessive-compulsive disorder who want to complete the entire collection, Hector and Marcus could already imagine the system's deep maliciousness.

Especially some of the "African Chieftains" – perhaps an "Emperor" could get the Blade they wanted with just ten Common Crystals, while a "Non-Emperor" couldn't get it even with a hundred Epic Crystals.

After all, according to the design draft in the conference room, besides the initial three guaranteed slots, all subsequent pulls are completely random based on luck.

"But Boss Lucas, the design of those Normal Blades, isn't it a bit too..." Anna, who was next to him, couldn't hold back and asked a very important question.

Considering herself an "Emperor" but actually a "Non-Emperor," Anna was already feeling a strong sense of malice.

Of course, this was from the perspective of a gamer.

The game itself hadn't even been felt yet, but looking at the system...

How unfriendly it is to the African Chieftains!

And look at these Blades. Not to mention the Rare and Epic SR and SSR ones, each has a unique design, a unique voice actor, and some Blades even have special affinity dialogues and extra side quests to complete the stories of the Blades and their Drivers.

But what about the Normal Blades? What are these?

Black uncle, black auntie, tall black uncle, black dog, and... black uncle, black auntie, and black dog wearing hats.

Is this absolutely implying something, damn it!

Just imagine: a "Non-Emperor" player saves up 99 Rare Crystals and 99 Epic Crystals, just wanting to get the last few SSR Blades.

Then all that appears are black uncles, black aunties, and black dogs. This is simply heartbreaking to hear!

Combined with their distinctive skin color, Anna could no longer imagine the scene.

"Ahem... you're definitely overthinking this!" Lucas coughed lightly.

Although the game "Xenoblade" has countless instances of running gags...

...this kind of implication about "Non-Emperors" is truly just a coincidence.

"Alright, in addition to these points, the interactive experience within the game is also a core aspect that everyone needs to pay attention to," Lucas shifted the topic.

In its past life, "Xenoblade 2" could undoubtedly be called a masterpiece for fans of traditional RPGs, but it wasn't a flawless masterpiece.

In fact, it had many critical flaws.

Before the game's development began in its previous life, most of the "Xenoblade 2" team members were reassigned to another project for map creation; that game was "The Legend of Zelda: Breath of the Wild." This led to the fact that all the projects that could be outsourced for "Xenoblade 2" were indeed outsourced.

For example, game-related guidance content and some subsequent optimizations.

In terms of map design, "Xenoblade 2" amazed countless players.

The maps, based on giant beasts, were full of a sense of three-dimensionality. But the key problem was the terrible map guidance. If you were also bad at directions, then getting lost in the game was a problem you would definitely face.

Unlike games like "Dark Souls," which focus on exploration, "Xenoblade 2's" maps are more inclined towards an open world with greater breadth.

And as an RPG, "Xenoblade 2" has very clear objectives.

For players who enjoy exploration, the poor map guidance isn't much of a problem because exploration is their core focus.

However, for most RPG players, exploration is secondary. They are more interested in advancing the plot or completing side quests.

At this point, the terrible map guidance will definitely make you furious.

Secondly, there's the tutorial guidance. It's very in-depth, and the game will even throw a tutorial at you right before you fight the final boss.

Of course, this isn't a big problem because it's based on plot progression and learning new skills. This actually gives players more fun with a new toy.

But the key issue is that once a tutorial in the game passes, it's gone. There's no opportunity to review it. You either have to restart a new save file and learn it all over again, or you have to go online to borrow someone else's notes to copy.

And the Blade Coordination in the game, the initial guidance is also very vague, making many players think they can just pull randomly.

As a result, after Rex pulls, they realize that whoever pulls a Blade uses it. Rex ends up with a ton of SRs and SSRs, while the Overclock Chips to transfer them to other characters are treasure chest items found on the map, not items obtained through mandatory game progression. This immediately leads to a breakdown.

There are many other user-unfriendly elements in the game, such as no bulk selling of items, Blade Coordination only allowing single pulls and no ten-pulls, having to watch all or none of a character's entry animations, and no option to skip the black character's animation and only see rare or epic girls appearing.

And the arcade mini-game Tiger! Tiger! that you have to play to develop Poppi.

As for whether this mini-game is fun, well, you can only quote Poppi's line from the game: "Garbage game, meow!"

It can be said that "Xenoblade 2" is an extremely paradoxical game. It boasts extremely high-quality cutscenes, music, fun combat mechanics, and art and map design, while simultaneously having incredibly off-putting guidance and content.

Therefore, concerning these points, Lucas will make better arrangements. After all, a game is not only about its content; these aspects involving player interaction can sometimes be even more important.

(End of this chapter)

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