At the same time, some unexpected events in the battles were turned into random events.

At the same time, they did not attempt to fully recreate a war, but rather made the decision to command a large-scale naval battle in an instant.

He also joined the position of Chief of Staff.

It can be said that Lin Li's favorite setting for this game is the chief of staff being played by two game developers.

Don't underestimate this system; its existence not only greatly increases the game's immersion but also significantly reduces the difficulty of operation for players.

Even in the game, Lin Li could imagine that chiefs of staff with different styles would propose completely different battle plans, and at this time...

The player's decision-making process has essentially changed from a fill-in-the-blank question to a multiple-choice question.

Fill in the blanks and multiple choice questions.

Although they all involve making decisions, the difficulty of getting started is vastly different.

The former is the gameplay of "Radio Commander", where players need to make their own judgments, decisions, and orders based on various information.

The latter is the gameplay of "Fleet Commander Simulator", where players do not need to collect all the information themselves; this information will be integrated and reported by the staff.

The player's responsibility is to make choices.

It may seem like the game's playability has been reduced, but that's not actually the case.

Speaking of which, we must mention a very interesting historical simulation game, namely Emperor Simulator.

Why does everyone want to be emperor?

Why are online novels about emperors so popular?

Faced with differing opinions from his advisors, should he choose to be Yuan Shao or Cao Cao?

It can only be said that this advisory assistance mode does not reduce the player's enjoyment; on the contrary, it can more effectively draw players into the emotional chain.

Essentially, it's somewhat like a visual novel.

All players need to do is gather information, make their own judgments, and then check what new information has emerged in the game before deciding how to react.

How to operate this depends on the game type.

For a combat game, skillful gameplay is certainly a plus, but for a strategy game, it's not necessarily a plus.

If we consider an order issued by the commander as an operation.

This operation is like playing chess; placing a piece is easy, but deciding where to place it is a mental challenge.

Do you have a specific development plan for this game?

After playing for about twenty minutes, Lin Li put down the sea chart and began asking for information outside the game.

He already knew the game's genre; the next step was to see how the team was developing it.

Then, as expected.

Compared to the many creative ideas shown in the game demo, the development and management of these two people was a complete mess. After a brief introduction to the development team, it was even more laughable.

The problem is that there is no manpower, no experience, and no plan.

All they have is boundless passion. If Lin Li were to bring such a team into the Candlelight Project, he wouldn't be helping them; he would be harming them.

Because even after they receive the money, there's a high probability they still won't be able to produce the finished product.

"Here's what I'll do, I'll give you two directions."

When Lin Li spoke, everyone in the room fell silent, including other development teams from the industrial park who had heard the news and rushed over to watch.

"One option is for us to invest some money in you, and within three months, you can recruit people and create a real demo."

Upon hearing this, Yue Lingfei and Wu Yunfan's eyes lit up.

"Secondly, you will be merged into Xinghuo, but you will still be in charge..."

Lin Ligang had just said a few words when Yue Lingfei jumped up.

"We choose 2! Mr. Lin!! We choose 2!!!"

In today's gaming industry, the operating system of Spark Studio is no secret. Yue Lingfei and Wu Yunfan have actually known their own limitations over the past year or so.

Upon hearing Lin Li's suggestion to merge them into Xinghuo...

I immediately got excited.

Lin Li, however, smiled and offered a few more explanations.

"Joining Xinghuo won't give you as much freedom as you would on your own. There's no rush. Come down and think it over carefully before discussing it further with Xinghuo's HR department."

Then, Lin Li stood up again.

Song Zhi found a notebook.

"Whether you accept investment or merge into Xinghuo later, here are a few suggestions you can keep in mind."

Chapter 520 Immersive Experience

If it were a few years ago, Lin Li would have created a game development form for the development team step by step, and kept an eye on it from time to time.

However, Lin Li certainly doesn't have that much energy right now.

Since he happened to be there, his idea was simple: to just tell them what he could think of, regardless of how much of it they would actually use.

That depends on their own fate.

"Before we talk about anything else, tell me first, what is the core gameplay and the core emotional chain of your game?"

Yue Lingfei thought for a moment.

"It's a dream of becoming a ship's captain."

This answer wasn't very professional, but it truly reflected Yue Lingfei and Wu Yunfan's original intention in creating this game.

Lin Li nodded.

"This statement is both right and wrong."

"The core gameplay of this game is decision-making, and the core emotional chain is the impact of those decisions."

The core of the gameplay is decision-making, which is easy to understand.

The core emotional chain is the impact of decision-making, which is a bit more complicated, but it's not actually that difficult to understand.

Looking at the subtle expressions on their faces.

Lin Li knew they hadn't understood, so he gave an example.

"Let's take eating as an example. If you have a bowl of noodles and a bowl of rice in front of you, which one do you choose to eat? Isn't that a decision?"

Yue Lingfei and Wu Yunfan nodded.

Will this decision excite players?

Yue Lingfei and Wu Yunfan shook their heads.

"Okay, now I'll tell you, one of these bowls of noodles and one of these bowls of rice is poisoned, while the other is not. There are several strong men around you with guns, and your feet are chained. Now you have to choose one bowl of food and eat it all before you can leave."

Will this decision make players nervous?

Yue Lingfei and Wu Yunfan looked at each other, feeling as if they understood something, but not quite. Nevertheless, they nodded.

After giving a simple example, Lin Li elaborated further.

"Now that you understand this, look at your own game. Just now, you talked about many things that require fleet commanders to make decisions."

"But if these decisions are just read out in a dry, uninteresting way, can players feel immersed? Can they feel a sense of satisfaction? Actually, no. Even if they do, it's only through the satisfaction derived from successfully solving a puzzle."

"Therefore, what you need to do is to carefully consider how to make every decision so that players can feel involved before making the decision, and at the same time, to significantly increase the feedback after the decision is made."

"For example, in history, when was the most stressful time for Chuichi Nagumo? It was when he had just ordered the torpedoes to be replaced with bombs, but halfway through the replacement, a reconnaissance plane reported that it had spotted an enemy fleet. He had to make an immediate decision on what to do next: whether to launch the planes immediately or wait for the replacement to be completed."

"In the current demo, this is still something you describe verbally."

"But if you want players to feel pressure and emotions, you have to do it this way."

~~~

Lin Li casually picked up a pen, walked to the whiteboard, and began to sketch a scene.

The player is currently standing on the bridge of a ship, the deck beneath their feet is trembling slightly, and the roar of the engines and the howling of the waves are in their ears.

Soldiers were constantly running around on the bridge, enemy planes flying in from the island could be vaguely seen in the sky, and the sound of anti-aircraft gunfire could be heard from time to time. The air was filled with tension, as if every second was a countdown.

Suddenly, a communications soldier rushed over, holding an urgent telegram in his hand. His voice trembled slightly.

"Report! Reconnaissance aircraft has spotted an enemy fleet!"

Lin Li paused for a moment.

He glanced at Yue Lingfei and Wu Yunfan to make sure they were fully focused before continuing his story.

It's important to note that at this point, players may not actually understand what the sentence means.

But the chief of staff was shocked and began questioning the soldiers next to him.

"How long until the hangar ammunition reloading is complete?!"

The reply I received was that the costume change had only just begun 30 minutes ago, and it would take at least another 40 minutes to complete the entire process.

At this point, a decision-making interface should pop up in front of the player.

This interface should not just ask the player whether to launch the plane or wait for the torpedoes to be refitted, but should be a decision-making timeline.

The entire interface can be rectangular.

The rectangle has a timeline in the center, and below it are several commands and the time required for each command.

Specifically, it is like this.

[Waiting 40 minutes for the second squadron to be re-equipped with torpedoes]

[The second squadron took off immediately after changing torpedoes, 45 minutes later.]

[The second squadron, loaded with mixed munitions, will take off immediately, 45 minutes later.]

[The first fleet's return journey will take 40 minutes]

[First fleet's loiter time: 40 minutes]

[First fleet landing time: 40 minutes (Note! Failure to meet this landing time will result in a crash)]

Players need to select commands from these and place them on the timeline.

This is done to help players better understand the battlefield situation and changes in decision-making, and to enhance their sense of immersion in the decision-making process.

With this decision-making timeline in place.

"Smart" players will soon realize that the best approach at this point is, as mentioned before.

The second fleet will take off immediately after it finishes changing equipment. This will take 40 + 45 minutes, or 85 minutes. Meanwhile, the first fleet will remain airborne.

This way, all commands can be executed completely.

However, as soon as the player completes the mission, an enemy attack will be triggered, with enemy planes appearing in the sky.

The strategist will tell the player that the fleet must now maneuver to ensure its safety, but aircraft cannot be launched during maneuvering, and the efficiency of equipment replacement will also be reduced.

At this point, players can choose to trust the air defenses and not make any maneuvers.

Alternatively, one can choose to take the motor vehicle.

If a player makes a maneuver, they will find that all previous arrangements have been disrupted due to the change in the timeline and need to be rearranged.

If we continue to wait for the torpedoes to be replaced, then launching and recovering aircraft will inevitably conflict.

By allowing players to make their own decisions and by piling up various information, the game immerses players in the battlefield.

In addition, different decisions should be given different storylines.

If you choose to launch the planes immediately, you will see pilots hurriedly boarding their planes on the deck, and one plane after another taking off amidst the roar of engines.

However, the footage clearly shows that these planes only carried bombs and posed a limited threat to the enemy fleet.

Players will even hear the pilot's warnings.

"Commander, our bombs may not be effective in sinking the enemy ship!?"

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