Alex continued, "I think many designers have this problem. They clearly have limited abilities and can't compete with B-level or A-level designers regarding game quality. Instead of thinking of other ways, they stubbornly insist on fighting for game quality, which is foolish."
Ethan thought for a moment, "I still don't quite get it."
Alex explained, "We're close friends, so I'll speak frankly. If you were a player, why would you buy this game?"
Ethan was taken aback. To him, this was a matter of course, something he hadn't seriously considered.
He thought carefully, "Um... quality? Sincerity?"
Alex said, "Sincerity is a very vague concept. If a designer falls back on selling nostalgia, it can mean two things: they were once very successful or are now at a dead end."
"As for quality, can a D-level designer's quality compare to a B-level designer's?"
Ethan was speechless.
Alex continued, "When I ask why players would buy it, I'm actually asking what's the gimmick? What's special about it?"
"I think your creativity hasn't fully opened up. Just take this game, for example; there are a few angles for you to consider."
"One angle is from the gameplay system. Spend two more months to double your existing combat system, add 8-15 more usable weapons, and more than 20 types of monsters."
Ethan questioned, "But wouldn't that be too complicated for a mobile game?"
Alex shook his head, "Not complicated. Must mobile games be light and casual? I don't think so. The lighter the game, the harder it is to create. At this stage, it's better to overdo it than to hold back."
"Make the combat system very complex, at least for advertising purposes; you can say things like '20 weapons to choose from' or 'Brain-burning challenge, can you always choose the most appropriate weapon?'"
Ethan pondered.
Alex continued, "Or the second plan is to make the whole game very difficult and set some completely unexpected traps."
Ethan asked, "Completely unexpected traps?"
Alex pointed at the game screen, "For example, here, it looks like a hill, but stepping on it will suddenly spring spikes and kill the player. Or here, it looks like a friendly NPC, but approaching it results in getting stabbed. Even talking to it from behind still gets you stabbed. Only stepping on its head can kill it and pass the level."
Ethan was shocked.
Alex said, "If you use the second method, you can call it 'The Most Unexpected Little Game in History' and rename it to 'Knight's Pitfall Adventure' or something similar."
"There's also a third idea from the storyline. You can let players choose different routes or reactions at each node. For example, when encountering a former enemy who is seriously injured, you can choose to save or not save him. These multiple choices lead to different endings."
"You can design 5-8 endings, some successful, some failures, some unexpected."
"In that case, you can use 'Eight endings, dozens of choices' or 'Can you see through the lies and uncover the truth?' as promotional phrases."
Ethan stroked his chin, clearly deep in thought.
Alex patiently waited as Ethan processed the flood of ideas.
What are designers in this world most lacking? Creativity.
Alex's creativity wasn't innate but accumulated from another world. In the process of the game industry's birth and growth, from PC games to web games to mobile games and the flourishing of indie games.
Countless game designers have racked their brains to create noticeable games that entice players to part with their money.
For games, creativity is always paramount. Those who stand at the top of the pyramid are undoubtedly imaginative. A designer lacking imagination can't develop games that captivate players.
Of course, creativity is an elusive thing. Many outsiders who claim to be creative and want to save the gaming industry often have ideas that are just fantasies. Only when creativity is turned into a tangible game will everyone know for sure if it will succeed.
The three ideas Alex suggested seemed genius in this world. Still, in his previous life, these were well-known rules among most designers, validated by the market many times, with many successful precedents.
Alex knew Ethan was genuine and a close friend, so he gave him some pointers.
However, Alex didn't provide specific plans, just directions. How the game would turn out depended on Ethan's insight.
After a long time, Ethan said, "I kind of get it. What you said makes sense. My game is niche because it lacks a point that attracts much attention."
Alex nodded, "Exactly."
Ethan said, "I understand. Alex, these three ideas gave me a lot of inspiration. I feel like I have some ideas now. Thanks!"
Alex waved his hand, "No problem, just a small effort. I'm just giving you a direction; how you walk the path is up to you."
Ethan nodded, "Got it. I originally thought my game was 80% complete, but now it seems far from it. I'll go back and re-plan the game."
Ethan's tight brow relaxed. He had always felt something was missing in his game, but now he knew it lacked a highlight, a point that would immediately catch players' eyes!
With this highlight, his game could stand out in the crowd.
Zack was amazed, "Alex, you're impressive! How come you didn't seem so clever before? Did you suddenly have an epiphany?"
Alex said thoughtfully, "It wasn't an epiphany. The night before the design competition, the God of Games visited me in a dream and directly gave me a book of game design tips."
Zack laughed, "Get out of here!"
The three chatted while eating until 10 PM. They even added four more bottles of beer and were slightly drunk by the end, but they were satisfied with the conversation.
Alex didn't drink much, as drinking can be harmful to the brain, affecting thought and memory, which isn't good for a designer, so he drank moderately.
Zack called a subordinate to drive him, and Ethan was already planning how to redesign his game.
With someone driving, Alex was at ease. After some reminders, he watched them leave.
Alex returned to the experience store and tidied up his things. After receiving messages from Zack and Ethan confirming they were home, he washed up and went to bed.
Tomorrow, he would consider the new game. Tonight, Alex needed to rest well to ensure he was in the best mental state.