Game development begins with destroying Girls' Frontline.

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In this situation, how can we retain players?

This requires games to provide players with sufficient emotional value.

The key to conveying emotional value lies in the plot.

This is Lin Li's line of thinking.

But this idea cannot simply exist in Lin Li's mind.

He had to go through the big meeting, through the development team's power structure, and through the development documents.

They elevated the importance of this plot point, which wasn't something everyone paid much attention to, within the development team.

Therefore, although the atmosphere was relatively relaxed because everyone present had successfully explored Galaxy Park.

But Lin Li's expression was serious.

"Our project is still in the project approval stage. The success of Galaxy Paradise Exploration does not prove anything."

"Many of the people here are newcomers to Spark Games. I want to emphasize that the core of this game's design philosophy is its storyline."

Lin Li had thought about Galaxy Paradise in detail.

Ultimately, the core idea was to prioritize story presentation, with various gameplay elements serving as supplementary elements.

On one hand, this is because the path in the previous life of Genshin Impact was successfully traversed.

Or rather, it's halfway done.

If Genshin Impact can consistently deliver high-quality storylines, it can remain popular even if all characters and weapons are monetized through in-game purchases.

But it's obvious.

No human being can consistently produce hundreds of hours of content.

Anyway, Lin Li can't

Therefore, Lin Li's approach is to add or subtract elements from Genshin Impact.

By releasing resources to give players more ways to play, the length of the story can be slightly reduced, and the tasks can be made more compact.

It's like the same script.

What could have been made into a movie that was only an hour and a half long, you insisted on splitting into a 100-episode TV series.

Even the best ideas and the best storylines will turn into a pile of crap.

However, no matter how you add or subtract.

In terms of concept, Galaxy Paradise is still a game that focuses on characters as its core selling point.

Storyline is also an excellent tool for making players feel emotional connection with characters.

Therefore, Lin Lide also deeply imprinted this point into the minds of other developers.

Chapter 142 A Different Plot Approach

"Once the copy is finalized, I hope everyone can focus on restoring the text as much as possible, rather than letting the text adapt to your style."

"If you have any doubts about this, you can contact me."

"After seeing a piece of copywriting, especially for planning, you must have your own thoughts."

When Lin Li spoke of this, his gaze was directed directly at it.

The planning team of Spark Group Six.

Although no names were mentioned, the planning team clearly sensed Lin Li's dissatisfaction with the first version of the gameplay design they submitted.

Actually, there wasn't anything wrong with the rules they submitted.

The same old features as traditional PC games: pets, enhancement, leveling up...

However, it was clear that Lin Li didn't want those things.

"What is the message of this text? Should we design some special gameplay for it? What is the purpose of the gameplay I designed?" "Will the design allow players to better experience the story, or will it make players feel excited?"

"Why design it? What effect is it meant to achieve? Think about it clearly first. Otherwise, if you don't even know what it's for, how can you expect it to be useful in the game?"

"To reiterate, our gameplay is genuine, not some forced or copied version designed solely to generate revenue..."

After finishing speaking in one breath, I watched as the planning team members seriously scribbled and drew on paper.

Lin Li then nodded.

Although he knew very well that most of the people who wrote and drew didn't understand what he meant.

But... he could only pretend to be pleased and continue the story.

After all, it's only been approved for the project.

We still need to strike a balance between tension and relaxation.

Anyway, the purpose of his meeting was simply to convey his values.

If one attempt doesn't work, try again.

"Next, I will use a storyline and planning ideas to explain what a storyline-based game design approach is."

In terms of setting, the opening of Galaxy Park takes place after the events of Galaxy Park: Discovery.

But at the beginning.

The scene will be exactly the same as the exploration.

It's just that the graphics have changed from 2.5D to a more detailed 3D.

Players will wake up in a meadow. This time, instead of the familiar corpse, they will see a beautiful girl wearing an exquisite crown.

Under the bright lights, the girl's face was exquisitely beautiful, her skin was as white as jade, and her eyes were like deep lake water, full of mystery and charm.

When she saw the player wake up, her eyes smiled and became like crescent moons, full of warmth and joy.

[You're awake? Savior?]

This is the player's first meeting with Isa.

And Isa is the queen of this country.

Even though she had just turned 19.

In the subsequent plot.

Players will be immersed in a dreamlike storyline.

Following Isa into the city, a grand banquet begins, and that's not all.

In the short ten minutes or so of the opening storyline.

Linli will give players the simplest and most ultimate sense of enjoyment.

Isa offered herself up, a maid warmed her bed, and a beautiful elf came to raid her at night.

Various benefits are being thrown at players like they're free.

The next morning, when the city's alarm bells rang, Isa found the protagonist in a panic and hurriedly pulled him out of bed.

Looking out the window, he nervously tells the player that monsters are attacking outside the city, and the entire city needs his help.

Then the camera cuts again to outside the city.

This is the first beginner combat tutorial in Galaxy Paradise.

During this process, players will discover that these monsters, which are being hailed as terrifying by the city's residents, are actually incredibly weak and can be felled with a single sword strike.

Then, at the moment of killing the monster.

The city's residents suddenly surged out, loudly celebrating that the protagonist had resolved the crisis.

At this point, the protagonist suddenly wakes up, realizing something is wrong.

He had only killed a few ridiculously weak monsters outside the city, so why were the city's residents so excited? It was as if he had killed a giant dragon.

At this moment, the protagonist suddenly remembered that this world was not the real world.

Is everything he is currently experiencing real?

So the protagonist looked up into the distance, where a towering tower reached into the clouds.

The opening theme then begins.

The main storyline has officially begun.

In the first chapter, what the protagonist really needs to do is go to the tower and shut down the mental radiation controller that is still operating on the tower.

During this process, the protagonist and Isa teamed up, overcame hardships together, and reached the tower.

After defeating the boss guarding the tower.

At the end of the first chapter.

Players must choose whether to pull the power switch off the tower.

If the power is switched off at this point, Isha will lose her emotional control, and her past obedience may disappear instantly.

Conversely, their relationship with the protagonist might even collapse.

Without cutting off the power, this already collapsing world will only collapse faster.

Then, the protagonist said something.

"I hope that after we are freed, when we part ways, you won't blame me..."

Then, amidst Isha's confusion, the protagonist pulled the power switch.

The camera then zooms out.

A light rain was falling from the sky. Farmers who were working looked up at the tall tower in the distance, put down their hoes, and went to take shelter under a tree.

Inside the city, a girl standing in the rain, smiling and soliciting customers, scratched her head in confusion and called out.

"It's raining, Mom!"

Then I went home.

When the camera zoomed out, Isa, who was expected to leave, burst into tears, rushed into the protagonist's arms, and asked him a question.

"You...you don't want me anymore? Why are you saying we have to separate!?"

Faced with the tearful Isha, the protagonist was naturally flustered.

From this moment on.

The false and the real begin to merge.

Isa began her confession.

From her perspective, she felt that from birth to adulthood, she had been doing some inexplicable things.

Everything changed after the protagonist came into her world.

It was the protagonist who made her feel free.

The protagonist is the one who freed her from the endless repetition of daily life and led her away from that city.

The two went through a lot together, and finally, at the moment of pulling the lever, Isa understood what the protagonist was doing.

From the protagonist's perspective, it seems that he used his identity as a "player" to gain Isha's favor.

In Isa's view, the protagonist's willingness to release her from her shackles only strengthened her affection for him.

This concludes the first act of the first volume.

At the very end.

The protagonist and Isa arrived at the top of the tower.

The dark clouds dispersed, and the rain stopped.

---

"To bring this part of the story to life, we need everyone's cooperation."

"The turning point the copywriter wants to convey needs to be achieved together. How can we make players quickly immerse themselves in this gentle embrace without feeling abrupt? How can we make players feel that something is wrong? Ultimately, can the ending of the first chapter make players accept this false yet real relationship?"

"These are all things we need to do. Whether players are willing to draw for Isha for the sake of the storyline, or whether they are willing to spend money to buy the wedding dress skin, all depends on how well we can make this script."


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