In the apocalypse of natural disasters, she has a universal APP

Chapter 296 Game Design



For example, according to this initial idea, it is basically the home field of the speaker, and the subjective initiative of the participants cannot be freely exerted;

For example, there is a contradiction between the limited reference materials and the unlimited thinking emission of the participants, and there may be many "no way" situations;

For example, all the information about the case comes from the original novels and TV series, and the overall plot direction is already very limited...

She wrote and drew on the tablet, trying to build a simple structure first.

The case is given at the beginning - in the context of this TV series and the original novel, it is basically a murder case - and the speaker can briefly describe the background of the case.

For example, the speaker can say: "Early this morning, you received a call from your friend. She told you that a body was found in her home."

Then the participants can proceed naturally and ask what is going on? what happened? and a request to visit the scene of the incident.

In this way, the presenter can change the scene to the crime scene and continue the entire process.

After arriving at the scene, new characters will inevitably appear, such as the protagonist's friends and family, servants at home, and the police who arrive.

Participants will have new information and can start new branches, such as asking questions to those who were at the scene where the body was found, observing the police investigation, and viewing the scene.

The speaker can always answer the participants' questions as a bystander or storyteller, or he can directly act as each character and give information directly in the first person.

She felt that compared with the formal format of the former, the latter was quite interesting.

If this game is really implemented, some name tags can be prepared in advance and the corresponding name tags can be placed directly when changing the perspective.

For example, in the parts of the original novels and TV series where the protagonist detective is personally involved, the speaker can become the character; while the plots where the protagonist does not appear are told from an objective perspective.

During the game, participants were guided by the speaker, gradually unlocking new places, new characters, and obtaining new clues.

It doesn’t have to be just one participant, it can be a group of several people, and you can also discuss and exchange opinions at any time, and ask questions in various directions.

Just like there are "irrelevant" answers in Turtle Soup, participants may also ask many irrelevant questions. This will test whether the speaker can naturally express that they are irrelevant.

When speaking and answering, the speaker should not only guide the participants in the direction of the plot development, but also control the progress and not jump to the back at the beginning.

Even if someone guesses the murderer at the beginning, the story must develop. After all, it is a detective story, and the evidence must be collected to solve the case.

Her writing paused for a moment, and when she thought of this, she had a new question.

In the TV series and the original novel, not all evidence acquisition and reasoning are carried out step by step for the sake of suspense and dramatic effect.

Some decisive evidence was not revealed by the protagonist detective until the final "truth revealed" session.

This drama basically follows the same tone. Various suspects appear in the front. As the investigation becomes more and more evidence, some people are cleared of suspicion, and some people are very suspicious.

In this situation where there are so many doubts, readers and viewers cannot easily pinpoint the real culprit. The biggest suspicion often lingers among several characters.

At this time, the protagonist detective appeared on the stage, and immediately gave a conclusion: the murderer is so and so!

Then start reasoning, talking about the grievances and hatreds between the characters, analyzing the motives, simulating the crime process... The named murderer may surrender directly, or he may refuse to admit it.

At this time, after all the processes that can only be called "reasoning" are over, the protagonist detective releases another conclusive evidence.

All of a sudden, all the scattered evidence was tied into chains, and the chaotic thinking was put into order, and everything became clearer.

For a novel or a TV series, such a design will certainly make readers and viewers feel like they are seeing the sun through the clouds, and their thoughts will become clearer all of a sudden, making people sigh "So that's how it is"!

In fact, this is also a technique, focusing on an information gap.

After all, if the key evidence is released directly, many viewers and readers can guess the murderer, and the final feeling of satisfaction will be greatly reduced.

But for the game she designed, these clues must be given in order to allow the participants--that is, the protagonist detectives--to eventually "come out with the truth."

How to give it is a technical job.

It cannot be given too early, otherwise the plot will end before it is finished; it cannot be given too late, so that the last piece of the puzzle is really completed, so that everyone knows that the decisive evidence will be released in the end.

The speaker was careful to bury the evidence in advance during the plot so that the participants could record it, but for a while he couldn't find any information.

You have to wait until the plot progresses a little further. After reaching the appropriate time, when the participants are confused, they look at the notes and find that there is still an unsolved knot.

After taking it out and asking, I got a new clue, and then I thought, oh, this is the road.

The more she planned, the more enthusiastic she became, and she wished she could play a game right now.

But no, the preparation work in the early stage of this game is very heavy. It would be fine if she was a participant, but after thinking about it for a while, she put herself in the position of the speaker.

Then, as the speaker of the game, what she must do is to master the entire story proficiently and be able to answer questions smoothly when participants ask questions, but she can no longer run around looking for information.

Moreover, she also needs to design in advance for different cases, just like making lesson plans, thinking in advance how to talk and how to guide the participants on the right path.

How can some relatively hidden information and evidence be thrown out naturally, so that people will not immediately grasp the key points and end it prematurely.

This all requires a lot of effort.

Originally this was a very troublesome thing, but she couldn't resist it now, and now the trouble turned into fun. She was full of motivation and appeared in the computer room.

The mobile hard drive was plugged in, and the first episode of the TV series started to play, comparing it to the mind map that had been sorted out, and next to it was the original novel of this episode.

——Start the whole process!

This whole time was really dark, and because she was so passionate, she was completely enjoying it and didn't feel tired at all.

For the first time, I didn't even go to the restaurant for dinner. Instead, I went directly to the computer room and continued to read the original novel while finding a hamburger and finishing my meal.

The previous mind maps were mainly based on the TV series. I had read the original novel, but I was not familiar with it.

However, for this oral reasoning game, novels composed of text are obviously more suitable as reference materials. No, she read and compared them to figure out the complete process.


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