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Future Park International Design Competition

Trackers of the Future

Taryn was the girl everyone admired—smart, athletic, driven. To the outside world, she was untouchable. But behind closed doors, her life was far from perfect. Her parents' divorce left her stranded in the tense, judgmental atmosphere of her grandparents' house, where no achievement ever seemed to be enough. They were all too busy—too lost in their own wounds and distractions—to notice that Taryn wasn’t just strong. She was hurting. She needed love, care… and no one was paying attention. Then daylight savings began, and everything changed. A burst of unimaginable energy swept across the world, awakening elemental powers in humanity. Fire, wind, light, shadows—all at the fingertips of everyday people. But Taryn’s ability was something else entirely. She wasn’t just another elemental wielder; she was an Aether. The rarest and most powerful of all, her gift was tied to the very essence of the world, capable of uniting or destroying everything around her. As the world fell into chaos—raging storms, burning cities, people struggling to control powers they never asked for—Taryn found herself standing at the center of it all. With her family also grappling with their new abilities, old wounds reopened and new tensions flared. The fragile connections they shared were tested like never before. Now, Taryn must figure out not just how to master her powers, but how to heal the cracks in her family and herself. In a world teetering on the edge, can she rise above the judgment and pain that’s always weighed her down, or will her power become the very thing that breaks her? The world demands balance. Taryn might be the only one who can bring it—but it will take everything she has.
Write_D_Words · 3.3K Views

Game Design : Step one, heal the players

*Note: I am not the author, merely a humble translator. Crab OG author : 喝一杯红酒 OG title : 游戏制作:从治愈玩家开始 Chen Xu travelled to a parallel world and was surprised to find that many classic and excellent games from his previous life were missing. I had a plan, but why did I get an 'emotion collection system', and the emotions such as happiness, sadness, excitement, fear, anger and other emotions provided by players who have played the games I made can make me stronger? But why is it so much easier to get anger than happiness? Looking at his score, Chen Xu expressed his confusion. As a result, Chen Xu's career as a game designer gradually took a turn for the worse. In Undertale, countless players pounded the table and screamed: I was cheated by this game! In Outlast, countless players screamed, my cabinet moved and I stopped playing. In Dark Souls, when countless players entered the game smiling, "Go away, please go away, leave the Firekeeper behind and go out with your flame, we don't want to link the fire! Soap, Alex and Ghost were sacrificed in Call of Duty; Zack and Aerith were killed in Final Fantasy 7; Arthur and John were betrayed in Red Dead Redemption; Countless players went berserk: "You bastards! Can't we be kinder to the protagonists? Q: How do you feel about the players' anger towards you? Facing the reporter's question, Chen Xu smiled slightly: This isn’t criticism, this is encouragement from players around the world to me, this is love! Thank you all, I will keep up the good work!
Pepper_Crab · 106.9K Views
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